Wizard's abilities - p. 2 M&M: Heroes VI Guide
Last update: 11 May 2016
Darkness
Available for: Stronghold, Necropolis, Inferno
Name | Reputation | Level | Mana cost | Description | Remarks | |
Weakness | Tears | 1 | 10 | -24% to unit's damages. | Useful at the beginning of a game. | |
Mass Weakness | Tears | 2 | 40 | Reduces all enemy's army damages about 9%. Lasts 5 turns, requires Weakness. | We rather won't see a difference, but you may take it. | |
Summon Darkness Elemental | Tears | 3 | 45 | Summon 6 Darkness Elementals | For such amount of mana? I don't think so. | |
Terror | Tears | 3 | 45 | Chosen enemy unit move back, lose a turn and has -19% to damages, defence, magic defence and -19 to morale and luck. | The most powerful spell in the game - take without hesitation. | |
Darkness Magic I | Neutral | 1 | 0 (passive ability) | Increases magic power +3, when hero casts Darkness spells. | If we are gonna specialize in Darkness Magic it's good choice. | |
Darkness Magic II | Neutral | 2 | 0 (passive ability) | Increases magic power +3, when hero casts Darkness spells. Requires Darkness Magic I. | Like above | |
Darkness Magic III | Neutral | 3 | 0 (passive ability) | Increases magic power +3, when hero casts Darkness spells. Requires Darkness Magic II | Like above | |
Agony | Blood | 1 | 15 | Infected troop gets 117 damages for 3 turns, when making any actions. Affects only living units. | Rather powerful poison, but there are better ones. | |
Mass Agony | Blood | 2 | 40 | Infected all enemy's units - they gets 43 damages during 3 turns. Affects only living units. Requires Agony. | 43 damages is really to little. | |
Puppet Master | Blood | 3 | 45 | Hero takes control over one of enemy's unit for a turn. If it gets any damages, spell ends. | It's useful to eliminate enemy's troop - if we have lot of mana, it's worth considering | |
Despair | Blood | 1 | 15 | -44 to unit's morale for 4 turns. Cancels all positive morale effects. | Medium useful if we are fighting with one enemy. | |
Mass Despair | Blood | 2 | 40 | -14 to all enemy's army morale for 4 turns. Cancels all positive morale effects. Requires Despair. | Curse isn't to big, but it's nice spell. | |
Life Drain | Blood | 1 | 15 | 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 | Blood | 2 | 40 | 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. | |
Purge | Blood | 2 | 30 | Cancels all positive effects from unit on a 4x4 field, and for few turns (depends from hero's Magic Power) can't apply any positive spells on them. | Very powerful spell, especially against opponents wizards. |
Light
Available for: Haven, Sanctuary, Stronghold
Name | Reputation | Level | Mana cost | Description | Remarks | |
Celestial Armor | Tears | 1 | 10 | +7% to unit's magic defence and absorbs 50% damages it takes. 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 | Tears | 2 | 40 | +4% to all army magic defence and absorbs 100% of damages. Effect lasts until other spell cancels it or unit gets over 203 damages. Requires Celestial Armor. | Makes our units immortal for at least one turn - what more you can want? | |
Summon Light Elemental | Tears | 3 | 45 | Summons 11 Light Elementals | Summoning units isn't good idea on this stage of a game. | |
Heal | Tears | 1 | 15 | Chosen units heals 415 HP | Great spell at the beginning - we won't have almost any loses. | |
Mass heal | Tears | 2 | 40 | All hero's units heal 140 HP. Requires Heal. | Hero can have better abilities on that level. | |
Purify | Tears | 3 | 55 | Dispels from our units all negatives effects and blocks putting another for 3 turns. | The only one reasonable reaction for Purge and Terror from Darkness Magic | |
Retribution Aura I | Tears | 1 | 15 | Chosen unit give back 80% damages it gets. It works only during melee fighting. Lasts for 3 turns. | Very powerful spell, changing weak units into champions | |
Retribution Aura II | Tears | 2 | 0 (passive ability) | Charmed unit give back damages to all nearest enemies. Requires Retribution Aura I. | Quite interesting improvement. | |
Retribution Aura III | Tears | 3 | 0 (passive ability) | Charmed unit give back damages to all enemies. Requires Retribution Aura II | One of the most powerful ability in the game. | |
Light Magic I | Neutral | 1 | 0 (passive ability) | Increases magic power +3, when hero casts Light spells. | If we are gonna specialize in Light Magic it's good choice. | |
Light Magic II | Neutral | 2 | 0 (passive ability) | Increases magic power +3, when hero casts Light spells. Requires Light Magic I. | Like above | |
Light Magic III | Neutral | 3 | 0 (passive ability) | Increases magic power +3, when hero casts Light spells. Requires Light Magic II. | Like above | |
Sunburst | Blood | 2 | 30 | Cause 121 damages in a circle area (3x3) | Very weak offensive spell. | |
Blindness | Blood | 3 | 45 | Chosen unit can make any actions during 4 turns. If it gets damages, spell ends. | It's surprisingly powerful spell. |
Prime
Available for: Haven, Sanctuary, Necropolis and Inferno
Name | Reputation | Level | Mana cost | Description | Remarks | |
Arcane Ward I | Tears | 1 | 0 (passive ability) | Permanently+1 to hero's magic defence | It's always worth to weak an enemy. | |
Arcane Ward II | Tears | 2 | 0 (passive ability) | Permanently+1 to hero's magic defence Requires Arcane Ward I. | Like above | |
Arcane Ward III | Tears | 3 | 0 (passive ability) | Permanently+1 to hero's magic defence Requires Arcane Ward II. | Like above | |
Dispel Magic | Neutral | 1 | 15 | Dispel all spells from unit | Sometimes useful | |
Mass Dispel magic | Neutral | 2 | 30 | Dispel all spells from units on the area (3x3 fields) | Like above | |
Time Statis | Tears | 3 | 55 | Unit lose 5 turns. Damages don't cancel spell and also unit can't counterstrike. | More powerful version of blindness. | |
Prime Magic I | Neutral | 1 | 0 (passive ability) | Increases magic power +3, when hero casts Prime spells. | If we are gonna specialize in Prime Magic it's good choice. | |
Prime Magic II | Neutral | 2 | 0 (passive ability) | Increases magic power +3, when hero casts Prime spells. Requires Prime Magic I. | Like above | |
Prime Magic III | Neutral | 3 | 0 (passive ability) | Increases magic power +3, when hero casts Prime spells. Requires Prime Magic II. | Like above | |
Arcane Exalation I | Neutral | 1 | 0 (passive ability) | Permanently +2 to hero's magic power. | Core ability for every wizard. | |
Arcane Exalation II | Neutral | 2 | 0 (passive ability) | Permanently +2 to hero's magic power. Requires Arcane Exalation I. | Like above | |
Arcane Exalation III | Neutral | 3 | 0 (passive ability) | Permanently +2 to hero's magic power. Requires Arcane Exalation II. | Like above | |
Magic Affinity I | Neutral | 1 | 0 (passive ability) | Permanently +30 to maximum amount of mana. | Like above | |
Magic Affinity II | Neutral | 2 | 0 (passive ability) | Regenerates 2% of maximum mana every day | If we spend one day in a city, we regenerate all mana points - worthless. | |
Magic Affinity III | Neutral | 3 | 0 (passive ability) | During battle hero regenerates 2 mana points for first 10 turns. | It's only 20 mana points - one medium spell. | |
Slow | Neutral | 1 | 10 | -16 to unit's initiative and -2 to it's movement. Lasts 3 turns. | Useful against most mobile enemies. | |
Mass Slow | Neutral | 2 | 40 | -8 to all enemy's units initiative and -1 to movement. Lasts 3 turns, requires Slow. | Worthy - especially useful during defending our castle. | |
Meditation | Neutral | 3 | 30 | +20 to hero's magic power for 4 turns, and regenerates 15% of his mana points. | One of the most powerful ability. | |
Haste | Neutral | 1 | 10 | +16 to unit's initiative and +2 to movement. Lasts 3 turns. | It gives big advantage in a battle. | |
Mass haste | Neutral | 2 | 40 | +8 to army initiative and +1 to movement. Lasts 3 turns, requires Haste. | Like above | |
Teleportation | Neutral | 3 | 45 | Teleport one unit to chosen field. | Somehow useful during sieges. | |
Disruption | Blood | 1 | 10 | Decreases unit's defence about 21. You can cast it many times, on one enemy but its defence won't get below zero. | Nice cursing of powerful unit - worth considering. | |
Mana Drain | Blood | 2 | 30 | Steal 16% of enemy's actual mana points. | Rather useless. | |
Implosion | Blood | 3 | 45 | Causes 449 prime damages. It can't be healed. | The most powerful offensive spell, but it's useless at this stage. |