Effect: Summons an Avatar. It has [ 100 + 18 × hero’s Spell Power ] HP and deals [ 5 + 12 × hero’s Spell Power ] base Damage. It gains Attack and Defense equivalent to the hero’s Spell Power and Knowledge. Each side of the battle can have only one Avatar at a time.
Neutral Magic
Neutral Magic spells in Heroes of Might and Magic: Olden Era: effects, mana costs, and ranks without master spells.
Magic school
Neutral Magic
Effect: Summons an Avatar. It has [ 100 + 12 × hero’s Spell Power ] HP and deals [ 5 + 6 × hero’s Spell Power ] base Damage. It gains Attack and Defense equivalent to the hero’s Spell Power and Knowledge. Each side of the battle can have only one Avatar at a time.
Effect: Summons an Avatar. It has [ 100 + 24 × hero’s Spell Power ] HP and deals [ 5 + 18 × hero’s Spell Power ] base Damage. It gains Attack and Defense equivalent to the hero’s Spell Power and Knowledge. Each side of the battle can have only one Avatar at a time.
Effect: Summons an Avatar. It has [ 100 + 36 × hero’s Spell Power ] HP and deals [ 5 + 30 × hero’s Spell Power ] base Damage. It gains Attack and Defense equivalent to the hero’s Spell Power and Knowledge. Each side of the battle can have only one Avatar at a time.
Effect: Summons an Avatar. It has [ 100 + 30 × hero’s Spell Power ] HP and deals [ 5 + 24 × hero’s Spell Power ] base Damage. It gains Attack and Defense equivalent to the hero’s Spell Power and Knowledge. Each side of the battle can have only one Avatar at a time.
Effect: Grants the hero the ability to fly, moving freely through any obstacles on the global map. Flying above obstacles costs +30% Movement points.
Base mana cost: 20 > 14.
Flying above obstacles doesn’t increase movement cost.
–20% movement cost while flying.
The hero must be at least level 8 to learn this spell
Effect: Teleports the casting hero to a selected city you control. Usable 1 times per day.
Base mana cost: 24 > 18.
Can be used +1 time per day.
Can be used +1 time per day.
The hero must be at least level 8 to learn this spell