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    Spell FAQ by Gauntlet Man 99

    Version: 0.01 | Updated: 03/23/02 | Printable Version | Search This Guide

    Heroes of Might & Magic III (This is my ASCII art)
    
    FAQ For: Heroes of Might & Magic III (Spell FAQ)
    System/Platform: Dos/Windows
    Version: 0.01
    Last Updated: 3/23/02
    Contributor: CZewe
    E-mail Address: czewe@greatestgamers.com
    
    I. Introduction
    Welcome to my Heroes of Might & Magic III Spell FAQ.  This is nearly an exact replica of my 
    Armageddon's Blade one, but I took out all of the spells exclusive to Armageddon's Blade.  This 
    FAQ has everything you need to know about the Spells in HOMM III: The Restoration of Erathia.  
    Also, I'm working on a Heroes of Might & Magic III: The Shadow of Death Full FAQ, and it's the 
    biggest, or close to it, Walkthrough on GameFAQs.  When it's done, it's going ot be HUGE, but 
    that's all I'll give away. Now, onto the Table of Contents!
    
    
    
    II. Table of Contents
    
    I. Introduction
    II. Table of Contents
    III. Version History
    IV. Contacting Me*
    V. Spell Guide*
     A. School of Air Magic Spells*
     B. School of Earth Magic Spells*
     C. School of Fire Magic Spells*
     D. School of Water Magic Spells*
    VI. FAQ (^F^requently ^A^sked ^Q^uestions)
    VII. Wall of Shame
    VIII. Credits
    IX. Legal Stuff
    X. FAQ Size
    
    *= Section is complete
    
    
    
    III. Version History
    
    Version Number: 0.01
    Date Added: 3/23/02
    What's New: Everything!
    Total FAQ Size: 34.5 KB
    
    
    IV. Contacting Me
    My e-mail address is czewe@greatestgamers.com, and I'll accept e-mails that have 
    anything to with the stuff on the "E-mail Me With" list.  But if I get anything that is on the 
    "Do not e-mail Me With" list I will delete it and block your e-mail address.  If you just want 
    to talk to me you can drop me an IM on AIM at the screename Outcast717.  But if you have 
    questions about Heroes of Might & Magic III: The Restoration of Erathia, IM me at Icewind45.
    
    E-mail me with:
    Contributions
    Spelling and Grammatical errors on my FAQ
    Hate Mail
    Praise Letters
    Asking for help on Heroes of Might & Magic III: The Restoration of Erathia as long as your 
    question isn't answered on this FAQ
    Asking if you can use this FAQ on your site
    
    Do Not E-mail me with:
    Spam
    Spam
    Spam
    Spam
    If you send me spam I will obliterate you off the face of the Earth, so DO NOT spamify me.
    Large Contributions (200 KB or more unless its a walkthrough for a whole campaign)
    Things that have nothing to do with HOMM III: The Restoration of Erathia
    Questions about Heroes of Might & Magic III: The Restoration of Erathia that are answered on 
    this FAQ
    Viruses
    Chain Letters
    Etc.
    
    You can e-mail me asking for help on the game itself, but just don't overdo it.  If you want to 
    talk about anything on the not list, IM me, except the obvious like viruses and spam.
    
    
    
    V. Spell Guide
    
    Here is an extremely detailed spell guide.  I have covered every little nook and cranny of 
    each spell, so whatever you want to know, is right here.  Here is a description directly from 
    the readme: Here you will find descriptive listings for all spells in the _Heroes III_ game.  
    Each spell is from one of the four schools of magic---Air, Earth, Fire, or Water.  Your heroes' 
    expertise in a spell increases as he gains the secondary skill for the appropriate school of 
    magic (see *Secondary Skills,* page 45).  Heroes without such expertise may cast a school's 
    spells at a normal level (resulting in the same effect as a basic level spell).  Increased 
    expertise allows for spells to be cast at the Basic, Advanced, and Expert Levels.
    
    Heroes holding expertise in a school's secondary skill casts spells from a school at a reduced 
    cost.  This cost reduction is the same regardless of whether a hero holds the skill at basic, 
    advanced, or expert level.
    
    _______________________________________________________________________________________________
    |                      Effects of School Expertise on Casting Cost                            |
    |  Spell Level I       Spell Level II    Spell Level III    Spell Level IV     Spell Level V  |
    |      -1                  -2                -3                  -4                -5         |
    |                                                                                             |
    |_____________________________________________________________________________________________|
    
    Here is the layout of how I'll do this section, and it's explained too!
    
    
    Name: What the Spell is called
    Type: Indicates whether the spell may be cast in combat or on the Adventure Map
    Cost: How many spell poitns it takes to cast the spell
    Duration: How long the Spell lasts
    Basic Effect: Effect of the Spell cast at Normal or Basic Expertise
    Advanced Effect: Effect of the Spell cast at Advanced Level
    Expert Effect: Effect of the Spell cast at Expert Expertise
    
    Understanding the Spell Section: 
    I've put previous versions of this FAQ on different web sites, and people have complained 
    about the Spell section being too confusing.  Luckily, they're reffering to the equations for 
    damage.  OK, who passed fifth grade math?  
    *Hands shoot up.  
    Now, who remembers order of operations?  
    *Hands shoot up again.  
    PEMDAS.  Parentheses, exponents, multiply, divide, add, then subtract.  If you see an equation 
    like this:  Target creature recieves ((Power x 10)+ 10) damage, then the answer is...?  
    Whatever the casting hero's Spell Power is multiplied by ten, then with ten added onto that 
    answer.  Get it yet?
    
    And one last note: I will divide the Spells into four sections.  They are what schools they're 
    from.  Now, shall we move on to the actual spells and what they do?
    
    A. School of Air Magic Spells
    
                                     School of Air Magic
    
    Level I Spells
    
    Name: Haste
    Type: Combat
    Cost: 6 Spell Points
    Duration: 1 Round per spell power point
    Basic Effect: Increases allied troop's speed by three hexes/turn
    Advanced Effect: Increases allied troop's speed by five hexes/turn
    Expert Effect: Increases allied troop's speed by five hexes/turn
    
    Name: Magic Arrow
    Type: Combat
    Cost: 5 Spell Points
    Duration: Instant Damage
    Basic Effect: Enemy troop recieves ((Power x 10) +10) damage
    Advanced Effect: Enemy troop recieves ((Power x 10) +10) damage
    Expert Effect: Enemy troop recieves ((Power x 10) +10) damage
    
    Name: View Air
    Type: Adventure
    Cost: 2 Spell Points
    Duration: Instant
    Basic Effect: Displays location of all artifacts on the View World Screen
    Advanced Effect: Displays location of all artifacts and heroes on the View World Screen
    Expert Effect: Displays loaction of all artifacts, heroes, and towns on the View World Screen
    
    Level II Spells
    
    Name: Disguise
    Type: Adventure
    Cost: 4 spell points
    Duration: 1 day
    Basic Effect: When the casting hero is right-clicked (queried) by opponents, all of the hero's 
    creature troops are displayed as if they were composed of the most powerful creatures in the 
    Hero's Army.  Troop population numbers are represented normally.
    Advanced Effect: Same as Basic Effect, except troop quantities are represented as "0"
    Expert Effect: Same as Advanced Effect, except all troops are represented as if populated by 
    the most powerful creatures in the Hero's longest owned Town.
    
    Name: Disrupting Ray
    Type: Combat
    Cost: 10 Spell Points
    Duration: Whole Battle
    Basic Effect: Reduces' target's defense rating by three.  Spell may be cast on the same unit 
    repeatedly.
    Advanced Effect: Same as Basic Effect, excpet Defense is lowered by 4
    Expert Effect: Same as Advanced Effect, except Defense is lowered by 5
    
    Name: Fortune
    Type: Combat
    Cost: 7 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Increases's target creature's luck by one
    Advanced Effect: Increases target creature's luck by two
    Expert Effect: Increases luck of all allied troops by two
    
    Name: Lightning Bolt
    Type: Combat
    Cost: 10 Spell Points
    Duration: Instant Damage
    Basic Effect: Target creature recieves ((Spell Power x 25)+ 10) Damage
    Advanced Effect: Target creature receives ((Spell Power)+ 20 Damage
    Expert Effect: Target creature receives ((Spell Power)+ 50 Damage
    
    Level III Spells
    
    Name: Air Shield
    Type: Combat
    Cost: 12 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target Creature takes 25% less damage from Ranged Attacks
    Advanced Effect: Target Creature takes 50% less damage from Ranged Attacks
    Expert Effect: All allied troops takes 50% less damage from Ranged Attacks
    
    Name: Protection From Earth
    Type: Combat
    Cost: 12 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Damage from all Earth Spells is reduced by 30% for target creature
    Advanced Effect: Damage from all Earth Spells is reduced by 50% for target creature
    Expert Effect: Damage from all Earth Spells is reduced by 50% for all allied troops
    
    Name: Hypnotize
    Type: Combat
    Cost: 18 Spell Points
    Duration: Special
    Basic Effect: Target Creature of less than ((Power x 25)+ 10) Health is put under your 
    control.  Allied troops may attack hypnotized troops without fear of retaliation.
    Advanced Effect: Same as Basic Efect, except that Health must be less than ((Power x 25)+ 20)
    Expert Effect: Same as Advanced Effect, except that Health must be less than ((Power x 25)+ 50)
    
    Level IV Spell
    
    Name: Chain Lightning
    Type: Combat
    Cost: 24 Spell Points
    Duration: Instant Damage
    Basic Effect: Lighting Bolt strikes target troop ((Power x 40)+ 25) damage.  Bolt then strikes 
    closest troop for half of the damage.  Effect continues until four more untis are hit.
    Advanced Effect: Like Basic Effect except that the initial strike does ((Power x 40)+ 50 
    Damage), and bolt strikes five creatures.
    Expert Effect: Like Advanced Effect, except that initial strike does ((Power x 40)+ 100) 
    damage.
    
    Name: Counterstrike
    Type: Combat
    Cost: 24 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target Creature can retailiate against one additional attack per round
    Advanced Effect: Target Creature can retaliat against two additional attaks per round
    Expert Effect: All allied troops can retaliate against two additional attacks per round
    
    Level V
    
    Name: Fly
    Type: Adventure
    Cost: 20 Spell Points
    Duration: 1 Day
    Basic Effect: Caster can fly over terrain obstacles to an unoccupied location on the map.  
    Distance flown can be up to 60% of Hero's normal movement.
    Advanced Effect: Same as Basic Effect, except Hero may fly up to 80% of their normal movement.
    Expert Effect: Same as Advanced Effect, excep Hero may fly up to 100% of their normal movement.
    
    Name: Magic Mirror
    Type: Combat
    Cost: 25 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Enemy spells casted on target creature have a 20% chance of being deflected and 
    damage being given to an enemy unit.
    Advanced Effect: Same as Basic Effect, except there is a 30% chance of the Spell being 
    redirected.
    Expert Effect: Same as Advanced Effect, except there is a 40% chance of the Spell being 
    redirected.
    
    Name: Summon Air Elemental
    Type: Combat
    Cost: 25 Spell Points
    Duration: Until they die
    Basic Effect: A troop containing the caster's spell power x 2 of Air Elemental is summoned.  
    Only one type of Elemental may be summoned per battle.
    Advanced Effect: Same as Basic Effect, except Hero's Spell Power is multiplied by three to 
    determine the number of Air Elementals.
    Expert Effect: Same as Advanced Effect, except Hero's Spell Power is multiplied by four to 
    determine the number of Air Elementals that are summoned.
    
    B. School of Earth Magic Spells
    
                                     School of Earth Magic
    Level I Spells
    
    Name: Magic Arrow
    Type: Combat
    Cost: 5 Spell Points
    Duration: Instant Damage
    Basic Effect: Enemy troop recieves ((Power x 10) +10) damage
    Advanced Effect: Enemy troop recieves ((Power x 10) +20) damage
    Expert Effect: Enemy troop recieves ((Power x 10) +30) damage
     
    Name: Shield
    Type: Combat
    Cost: Instant
    Duration: 1 Round per Power
    Basic Effect: Hand-to-hand damage done to target creature is reduced by 15%
    Advanced Effect: Hand-to-hand damage done to target creature is reduced by 50%
    Expert Effect: Hand-to-hand damage done to all allied creatures is reduced by 40%
    
    Name: Slow
    Type: Combat
    Cost: 6 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target Creature's speed is reduced by 25% of normal.
    Advanced Effect: Target Creature's speed is reduced by 50% of normal.
    Expert Effect: All enemy troops' speed ratings are reduced by 50%.
    
    Name: Stone Skin
    Type: Combat
    Cost: 5 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target creature's Defense Rating is increased by three.
    Advanced Effect: Target creature's Defense rating is increased by six.
    Expert Effect: All allied creatures Defense ratings are increased by six.
    
    Name: View Earth
    Type: Adventure
    Cost: 2 Spell Points
    Duration: Instant
    Basic Effect: Displays the location of all loose resources on the View World screen
    Advanced Effect: Displays the location of all mines and loose resources on the View World 
    screen.
    Expert Effect: Displays the loacation of the entire terrain, all mines, and all loose 
    resources on the View World Screen.
    
    Level II Spells
    
    Name: Protection from Air
    Type: Combat
    Cost: 7 Spell Points
    Duration: 1 Round/Spell Power
    Basic Effect: Damage from Air Magic Spells is reduced by 30% for target creature.
    Advanced Effect: Damage from Air Magic Spells is reduced by 50% for target creature.
    Expert Effect: Damage from Air Magic Spells is reduced by 50% for all allied creatures.
    
    Name: Quicksand
    Type: Combat
    Cost: 8 Spell Points
    Duration: Until Touched
    Basic Effect: Quicksand pits are placed in four random hexes.  They are invisible to creatures 
    unless they are on native terrain.  Troops stepping on pit hexes have their movement halted 
    for the current roun.  Oce a pit is stepped in, it is visible to all.
    Advanced Effect: same as Basic Effect, except six pits are placed.
    Expert Effect: Same as Basic and Advanced Effects, except eight pits are placed.
    
    Level III Spells
    
    Name: Animate Dead
    Type: Combat
    Cost: 15 Spell Points
    Duration: Permanent
    Basic Effect: Reanimates ((Power x 50)+ 30) Health Points (HP) worth of killed undead 
    creatures in target troop.
    Advanced Effect: Reanimates ((Power x 50)+ 60) Health Points (HP) worth of killed undead 
    creatures in target troop.
    Expert Effect: Reanimates ((Power x 50)+ 160) Health Points (HP) worth of killed undead 
    creatures in target troop.
    
    Name: Anti-Magic
    Type: Combat
    Cost: 15 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target troop can only be affected by Level four or five Spells.
    Advanced Effect: Target troop can only be affected by Level five Spells.
    Expert Effect: Target troop is immune to all Spell Effects.
    
    Name: Earthquake
    Type: Combat, Siege Only
    Cost: 20 Spell Points
    Duration: Instant Quake
    Basic Effect: Does one point of damage to two, random Castle Walls in Siege Combat.
    Advanced Effect: Does one point of damage to three random Castle Walls in Seige Combat.
    Expert Effect: Does one point of damage to four random Castle Walls in Seige Combat.
    
    Name: Force Field
    Type: Combat
    Cost: 12 Spell Points
    Duration: 2 Rounds
    Basic Effect: A two-hex wide force field is created at target hex(es).  Movement through these 
    hexes is blocked.
    Advanced Effect: Same as Basic Effect, except Force Field is three hexes wide.
    Expert Effect: Same as Advanced Effect.  No change whatsoever.
    
    Level IV Spells
    
    Name: Meteor Shower
    Type: Combat
    Cost: 16 Spell Points
    Duration: Instant Damage
    Basic Effect: Troops in target hex and adjacent hexes take ((Spell Power x 25)+ 25)damage
    Advanced Effect: Troops in target hex and adjacent hexes take ((Spell Power x 25)+ 50) damage
    Expert Effect: Troops in target hex and adjacent hexes take ((Spell Power x 25)+ 100) damage
    
    Name: Resurrection
    Type: Combat
    Cost: 20 Spell Points
    Duration: Permanent
    Basic Effect: Target Creature's group with dead creatures has ((Spell Power x 50)+ 40) Health 
    worth of Creatures restored to life for the duration of the current battle.
    Advanced Effect: Same as Basic Effect, except that ((Spell Power x 50)+ 80) Health worth of 
    Creatures permanently resurrected.
    Expert Effect: Same as Advanced effect, except that ((Spell Power x 50)+ 160) Health worth of 
    Creatures are permanently resurrected.
    
    Name: Sorrow
    Type: Combat
    Cost: 16 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target creature's Morale is reduced by one.
    Advanced Effect: Target creature's Morale is reduced by two.
    Expert Effect: All enemy creatures' Morale is reduced by two.
    
    Name: Town Portal
    Type: Adventure
    Cost: 16 Spell Points
    Duration: Instant
    Basic Effect: Caster is teleported to nearest, allied, and unoccupied town.  300 Movement 
    points are expended when Spell is cast.
    Advanced Effect: Casting Hero may teleport to any allied Town with no visiting Hero.  300 
    Movement Points are expended when Spell is cast.
    Expert Effect: Same as Advanced Effect, except the Movement Point reduction is 200, rather 
    than 300.
    
    Level V Spells
    
    Name: Implosion
    Type: Combat
    Cost: 30 Spell Points
    Duration: Instant Damage
    Basic Effect: Target Creature receives ((Spell Power x 75)+ 100) damage.
    Advanced Effect: Target Creature receives ((Spell Power x 75)+ 200) damage.
    Expert Effect: Target Creature receives ((Spell Power x 75)+ 300) damage.
    
    Name: Summon Earth Elemental
    Type: Combat
    Cost: 25 Spell Points
    Duration: Whole Battle
    Basic Effect: A troop containing the caster's Spell Power x 2 of Earth Elementals is summoned.  
    Only one type of Elemental may be summoned per battle.
    Advanced Effect: Same as Basic Effect, except Hero's Spell Power is multiplied by three to 
    determine the number of Earth Elementals.
    Expert Effect: Same as Advanced Effect, except Hero's Spell Power is multiplied by four to 
    determine the number of Earth Elementals that are summoned.
    
    C. School of Fire Magic Spells
    
                                     School of Fire Magic
    Level I Spells
    
    Name: Bloodlust
    Type: Combat
    Cost: 5 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target Creature receives a +3 Attack Rating bonus for hand-to-hand combat.
    Advanced Effect: Target Creature receives a +6 Attack Rating bonus for hand-to-hand combat.
    Expert Effect: All allied troops receive a +6 Attack Rating bonus for hand-to-hand combat.
    
    Name: Curse
    Type: Combat
    Cost: 6 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target creature delivers minimum damage when they attack
    Advanced Effect: Target creature delivers ((80% of their minimum damage) -1) when they attack.
    Expert Effect: All enemy creatures deliver ((80% of their minimum damage) -1) when they attack.
    
    Name: Magic Arrow
    Type: Combat
    Cost: 5 Spell Points
    Duration: Instant Damage
    Basic Effect: Enemy troop recieves ((Power x 10) +10) damage
    Advanced Effect: Enemy troop recieves ((Power x 10) +20) damage
    Expert Effect: Enemy troop recieves ((Power x 10) +30) damage
    
    Name: Protection From Water
    Type: Combat
    Cost: 5 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Damage from all Water Spells is reduced by 30% for target creature
    Advanced Effect: Damage from all Water Spells is reduced by 50% for target creature
    Expert Effect: Damage from all Water Spells is reduced by 50% for all allied troops
    
    Level II Spells
    
    Name: Blind
    Type: Combat
    Cost: 10 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target creature troop is frozen until they are attacked.  Deactivating attack is 
    retaliated at 50% of Base Attack Rating.
    Advanced Effect: Target creature troop is frozen until they are attacked.  Deactivating attack 
    is retaliated at 25% of Base Attack Rating.
    Expert Effect: Target creature troop is frozen until they are attacked.  Deactivating attack is 
    not retailiated against at all.
    
    Name: Fire Wall
    Type: Combat
    Cost: 8 Spell Points
    Duration: 2 Rounds
    Basic Effect: A two hex-wide wall of flames is produced at target hex.  A troop passing through 
    these hexes takes ((Caster's Spell Power x 10)+ 10) damage.
    Advanced Effect: Same as Basic Effect, except that the wall of flames is three hexes wide and 
    damage is ((Spell Power x 10)+ 20) damage.
    Expert Effect: Same as Advanced Effect, except that damage is ((Spell Power x 10)+ 50).
    
    Level III Spells
    
    Name: Fireball
    Type: Combat
    Cost: 15 Spell Points
    Duration: Instant Damage
    Basic Effect: Trooops in target hex and surrounding hexes take ((Spell Power x 10)+ 15) damage.
    Advanced Effect: Same as Basic Effect except damage done is ((Spell Power x 10)+ 30).
    Expert Effect: Same as Advanced Effect, except damage done is ((Spell Power x 10)+ 60).
    
    Name: Misfortune
    Type: Combat
    Cost: 12 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Luck of Target creature is rduced by one.
    Advanced Effect: Luck of target creature is reduced by two.
    Expert Effect: Luck of all enemy creatures is reduced by two.
    
    Level IV Spells
    
    Name: Armageddon
    Type: Combat
    Cost: 24 Spell Points
    Duration: Instant Damage
    Basic Effect: All creatures take ((Spell Power x 50)+ 30) points of damage.
    Advanced Effect: All creatures take ((Spell Power x 50)+ 60) points of damage.
    Expert Effect: All creatures take ((Spell Power x 50)+ 120) points of damage.
    
    Name: Berserk
    Type: Combat
    Cost: 20 Spell Points
    Duration: 1 Round
    Basic Effect: Target attacks nearest troop.  All creatures in a one hex radius are affected.
    Advanced Effect: Target attacks nearest troop.  All creatures in a seven hex radius are 
    affected.
    Expert Effect: Target Attacks nearest troop.  All creatures within a 19 he radius are affected.
    
    Name: Fire Shield
    Type: Combat
    Cost: 16 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: 20% of hand-to-hand damage inflicted on Target creature is counter-inflicted on 
    the attacker.
    Advanced Effect: Same as Basci Effect, except that 25% of the damage is counter-inflicted.
    Expert Effect: Same as Advanced Effect, except that 30% of the damage is counter-inflicted.
    
    Name: Frenzy
    Type: Combat
    Cost: 16 Spell Points
    Duration: Until target creature's next action
    Basic Effect: Target creature's Attack rating is increased to 100% of its Defense rating, and 
    its Defense rating is reduced to zero.
    Advanced Effect: Same as Basic Effect, except that the Attack rating is increased to 150% of 
    their Defense rating.
    Expert Effect: Same as Advanced Effect, except that the Attack rating is increased to 200% of 
    their Defense rating.
    
    Name: Inferno
    Type: Combat
    Cost: 16 Spell Points
    Duration: Instant Damage
    Basic Effect: Strikes target hex, and all within two hexes take ((Spell Power x 10)+ 20) damage.
    Advanced Effect: Same as Basic Effect, except that the damage is ((Spell Power x 10)+ 40).
    Expert Effect: Same as Basic Effect, except that the damage is ((Spell Power x 10)+ 80).
    
    Name: Slayer
    Type: Combat
    Cost: 16 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target troop's Attack Rating is increased by eight against Behemoths, Dragons, 
    and Hydras.
    Advanced Effect: Same as Basic Effect except that the Attack bonus also includes Devils and 
    Angels.
    Expert Effect: Same as Advanced Effect, except that the Attack bonus also includes Titans.
    
    Level V Spells
    
    Name: Sacrifice
    Type: Combat
    Cost: 25 Spell Points
    Duration: Permanent
    Basic Effect: Targeted non-undead troop is sacrificed (destroyed).  Then another target dead 
    has ((Spell Power + Destroyed Troop's Creature Base Health + 3)x # of Creatures Sacrificed) in 
    Health total of creatures returned to life.
    Advanced Effect: Same as Basic Effect, except that Health total of creatures resurrected is 
    ((Spell Power + Destroyed Troop's Creature Base Health +6) x # of creatures sacrificed).
    Expert Effect: Same as Advanced Effect, except that the Health total of creatures resurrected 
    is ((Spell Power + Destroyed Troop's Creature Base Health + 10) x # of creatures sacrificed).
    
    Name: Summon Fire Elemental
    Type: Combat
    Cost: 25 Spell Points
    Duration: Whole Battle
    Basic Effect: A troop containing the caster's Spell Power x 2 of Fire Elementals is summoned.  
    Only one type of Elemental may be summoned per battle.
    Advanced Effect: Same as Basic Effect, except Hero's Spell Power is multiplied by three to 
    determine the number of Fire Elementals.
    Expert Effect: Same as Advanced Effect, except Hero's Spell Power is multiplied by four to 
    determine the number of Fire Elementals that are summoned.
    
    D. School of Water Magic Spells
    
                                      School of Water Magic
    
    Name: Bless
    Type: Combat
    Cost: 5 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Creatures in target troop inflict maximum damage when they attack.
    Advanced Effect: Creatures in target troop inflict maximum damage + 1 when they attack.
    Expert Effect: All allied creatures inflict maximum damage + 1 when they attack.
    
    Name: Cure
    Type: Combat
    Cost: 6 Spell Points
    Duration: Instant
    Basic Effect: Removes all negative Spell effects from target troop and heals it for ((Spell 
    Power x 5)+ 20) Health Points.
    Advanced Effect: Removes all negative Spell effects from target troop and heals it for ((Spell 
    Power x 5)+ 20) Health Points.
    Expert Effect: Removes all negative Spell effects from all allied troops and heals each for 
    ((Spell Power x 5)+ 30) Health Points.
    
    Name: Magic Arrow
    Type: Combat
    Cost: 5 Spell Points
    Duration: Instant Damage
    Basic Effect: Enemy troop recieves ((Power x 10)+ 10) damage
    Advanced Effect: Enemy troop recieves ((Power x 10)+ 20) damage
    Expert Effect: Enemy troop recieves ((Power x 10)+ 30) damage
    
    Name: Protection From Fire
    Type: Combat
    Cost: 5 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Damage from all Fire Spells is reduced by 30% for target creature
    Advanced Effect: Damage from all Fire Spells is reduced by 50% for target creature
    Expert Effect: Damage from all Fire Spells is reduced by 50% for all allied troops
    
    Level II Spells
    
    Name: Ice Bolt
    Type: Combat
    Cost: 8 Spell Points
    Duration: Insant Damage
    Basic Effect: Target creature receives ((Spell Power x 20)+ 10) damage.
    Advanced Effect: Target creature receives ((Spell Power x 20)+ 20) damage.
    Expert Effect: Target creature receives ((Spell Power x 20)+ 50) damage.
    
    Name: Remove Obstacle
    Type: Combat
    Cost: 7 Spell Points
    Duration: Instant
    Basic Effect: Removes one, non-magic obastacle from the battlefield.  Integrated obstacles, 
    such as cliffs, are not affected.
    Advanced Effect: Same as Basic Effect, except Fire Walls (not firewalls) can also be removed.
    Expert Effect: Same as Advanced Effect, except all, non-integrated obstacles can be removed.
    
    Name: Scuttle Boat
    Type: Adventure
    Cost: 8 Spell Points
    Duration: Instant
    Basic Effect: Spell has a 50% (0% if occupied) chance of destroying the selected boat.
    Advanced Effect: Spell has a 75% chance (0% if occupied) chance of destroying the selected 
    boat.
    Expert Effect: Spell destroys the selected boat unless it is occupied at the time.
    
    Name: Weakness
    Type: Combat
    Cost: 8 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target troop's Attack Rating is decreased by three.
    Advanced Effect: Target troop's Attack Rating is decreased by six.
    Expert Effect: All enemy troops' Attack Ratings are decreased by six.
    
    Level III Spells
    
    Name: Forgetfulness
    Type: Combat
    Cost: 12 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Half of the target creatures with ranged attack forget to shoot.
    Advanced Effect: Target troop cannot use its ranged attack.
    Expert Effect: All enemy troops cannot use their ranged attacks, provided they have one.
    
    Name: Frost Ring
    Type: Combat
    Cost: 12 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Troops in hexes surrounding target hex receive ((Spell Power x 10)+ 15) in 
    damage.  Target hex is unaffected.
    Advanced Effect: Same as Basic Effect, except that damage done is ((Spell Power x 10) 30).
    Expert Effect: Same as Advanced Effect, except damage done is ((Spell Power x 10)+ 60).
    
    Name: Mirth
    Type: Combat
    Cost: 12 Spell Points
    Duration:1 Round per Spell Power
    Basic Effect: Morale of target troop is increased by one.
    Advanced Effect: Morale of target troop is increased by two.
    Expert Effect: Morale of all allied troops is increased by two.
    
    Name: Teleport
    Type: Combat
    Cost: 15 Spell Points
    Duration: Instant
    Basic Effect: Target troop can teleport to any unoccupied hex.  Troop cannot teleport over 
    Walls or Moats.
    Advanced Effect: Same as Basic Effect, except troop can teleport over Walls.
    Expert Effect: Troop can move to any unoccupied hex.
    
    Level IV Spells
    
    Name: Prayer
    Type: Combat
    Cost: 16 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target creature's Attack, Defense, and Speed (hexes per turn) are increased by 
    two.
    Advanced Effect: Same as Basic Effect, except the ratings are increased by four.
    Expert Effect: All allied creatures' Attack, Defense, and Speed are increased by four.
    
    Name: Water Walk
    Type: Adventure
    Cost: 12 Spell Points
    Duration: 1 Day
    Basic Effect: The casting Hero may follow a movement path across water, provided the end 
    destination is an unoccupied location on the land.  Water movement may be up to 60% of the 
    Hero's normal movement.
    Advanced Effect: Same as Basic Effect, except that water movement may be up to 80% of the 
    Hero's normal movement.
    Expert Effect: Same as Advanced Effect, except the Hero may move up to 100% of their regular 
    movement.
    
    Name: Summon Water Elemental
    Type: Combat
    Cost: 25 Spell Points
    Duration: Whole Battle
    Basic Effect: A troop containing the caster's Spell Power x 2 of Water Elementals is summoned.  
    Only one type of Elemental may be summoned per battle.
    Advanced Effect: Same as Basic Effect, except Hero's Spell Power is multiplied by three to 
    determine the number of Water Elementals.
    Expert Effect: Same as Advanced Effect, except Hero's Spell Power is multiplied by four to 
    determine the number of Water Elementals that are summoned.
    
    
    
    VI. FAQ (^F^requently ^A^sked ^Q^uestions^)
    Here I'll answer all (or most) of the questions I get about this FAQ in my email.  Feel free 
    to send them to me at: czewe@greatestgamers.com.  FYI: There is NO dot at the end, that's a 
    PERIOD.  Do NOT put it in the recipients space with a period or it won't get to me.  Oh, and 
    I've made up a few questions to get started.  So get to your e-mail and send me some more.
    
    Q. How do the equations work?
    A. the equations are really easy.  Let's say yur Hero is Sandro, and he has a Spell Power 
    rating of eight.  He casts Frost Ring at the Expert profficiency (sp?).  The equation is  
    ((Spell Power x 10)+ 60).  So, the equation is X (let "X" represent Sandro's Spell Power) 
    multiplied by 10= ?.  Well, since Sandro's Spell Power is 8, then that part of the equation 
    should be 8 x 10= 80.  Then, that answer plus 60= Total Damage done.  So, eighty plus sixty 
    equals one-hundred and forty.  Now, let's do the whole equation now.
    
    ((Spell Power[8] x 10 [=80])+ 60 [=140]).  
    
    So, the total damage Sandro did to all of the creatures in the adjacent hexes is 140 damage.
    
    Q. What determines my Hero's Spell Point total?
    A. Knowledge does.  If you do the equation of Knowledge multiplied by 10 (do I _really_ need 
    to do this one in-depth) and then you have that Hero's Spell Point Total.
    
    Q. How do my Heroes learn new spells?
    A. First, you need to build a Mage Guild.  This will provide that town with Level 1 Spells.  
    To get more Spells (Levels 2, 3, 4, and 5), you must upgrade the Mage Guild to Levels 2, 3, 4, 
    and 5 (Oh!  How "quaint", if you will).
    
    Q. Yeah, but how do they actually learn the Spells?
    A. Your Heroes learn the Spells by going into the Mage Guild.  It's that simple.  They also 
    replenish ALL Spell Points by entering.  To be _able_ to learn the spells, your Heroes can buy 
    a Spellbook by entering the Mage Guild and paying 500 Gold for one.
    
    Q. OK, I entered the Mage Guild with a Hero and he had a Spell Book, but he only learned the 
    first two levels of Spells.  Why is this?
    A. Ah, finally!  Something that can't be solved by common sense!  To be able to learn Level 3 
    Spells, your Hero must have Basic Wisdom.  To learn Level 4 Spells, they must have Advanced 
    Wisdom.  And finally, to learn Level 5 Spells, that Hero must have Expert Wisdom.  It's all 
    quite simple really.
    
    Q. How do I get and Advanced or Expert Spell Rating?
    A. With secondary Skills.  When (or if in some cases) given the chance, choose Basic, 
    Advanced, or Expert of Water, Fire, Earth, or Air Magic.
    
    
    
    VII. Wall of Shame
    These are the Websites that stole my work and are NOT permitted to have any of it on them.  
    Please inform me if they rip anyone else off.
    
    1. http://www.neoseeker.com
    2. http://www.cheatplanet.com
    
    
    
    VIII. Credits
    
    Thanks to 3D0 for making this game
    Thanks to New World Computing for publishing this game
    Thanks to the readme for some spell information
    Thanks to CjayC for posting this FAQ
    Thanks to me for writing it! (see, I did all of this  by myself! ;))
    
    
    
    IX. Necessary Legal Stuff
    This document has been written for it to appear at Gamefaqs.com.  This script may not be copied 
    in any way and/or published in any way.  Any commercial usage of this FAQ is strictly forbidden 
    and can only be used for personal use.  Any necessary legal action will take place if any of 
    these rules are violated.  Penalty for plagiarism will be convicted.  Heroes of Might & Magic 
    III, Restoration of Erathia, Armageddon's Blade, Shadow of Death, New World Computing, and 3D0 
    Inc., and any related materials are copyrighted too.
    NOTE: You may use this on your site as long as I say you can.  To reach me e-mail me at 
    czewe@greatestgamers.com
    
    
    Want that in English?
    This FAQ was made for GameFAQs.  It can't be published on any site, WITHOUT my permission.  You 
    can NOT sell this FAQ or use it to promote your website or company in any way (again) WITHOUT 
    my permission.  I will take legal action if I ask you to remove this FAQ from your site and you 
    don't.  The rest is self-explanatory.  Now, repeat after me: "I will not use this FAQ on my 
    site, or alter it in any way at all without CZewe's permission permission."
    
    Now, for the condensed version:
    Do NOT use this FAQ for any commercial purpose, or at all without permission.
    
    Sites already authorized to use this FAQ: GameFAQs, Gamewinners, Gamespot and IGN.  If you 
    would like your site to be added to that list, email me.
    
    Sites NOT authorized to use this FAQ: Neoseeker and Cheat Planet.  If you find this FAQ on any 
    site that does not have specific permission, notify me.
    
    That's about as much as is possible to say, so you get the point.
    
    
    
    X. FAQ Size
    This isn't that much of a _section_, but I've inluded it anyway.
    
    Size of FAQ in Version 0.01: 34.7 KB.
    Translated to GameFAQs terms: 34 or 35 KB.
    
    Life sucks.  I know it, you know it, we all know it.  You get what you pay for.  That might be 
    why life was free.
    
    ~Chris Zewe (That's me)