Guides to the game Hota 3 -> Magic of Fire
Magic of Air | Magic of Earth | Magic of Fire | Magic of Water | PvP Magic
Combat Spells
1 level
Bloodlust – Increases the hand-to-hand attack strength of the selected friendly unit by 3. Spell is active for number of rounds equal to hero Spell Power.
Spell Points: 5 mana
Curse – Causes the selected enemy unit to inflict minimum damage in combat. Removes Bless effect. Does not affect undead. Spell is active for number of rounds equal to hero Spell Power.
Spell Points: 6 mana
Protection from Fire – Protects the selected friendly unit, reducing the damage received from Fire spells by 50%. Spell is active for number of rounds equal to hero Spell Power.
Spell Points: 5 mana
2 level
Blind – Mind spell. Temporaly blinds the selected enemy unit so that it cannot move and causes it to counterattack at half its normal damage. Blindness persists until the unit is attacked or dispelled. Does not affect undead. Spell is active for number of rounds equal to hero Spell Power.
Spell Points: 10 mana
Fire Wall – Places a 2-hex wildfire on the battlefield at a point specified by the caster for 2 rounds. Any untis passing through the wall take (Spell Power x 15 + 10) damage.
Spell Points: 8 mana
3 level
Fireball – Causes the selected target to burst into flames, inflicting (Spell Power x10 + 15 damage) fire damage to the target and any units adjacent to target locaion.
Spell Points: 15 mana
Land Mine – Randomly Places four small areas of landmines on the batlefield which are only visible to the caster and creatures native to the terrain. It inflicts (Spell Power x 10 + 25) damage to any unit walking over it, which doesn’t see it, and dissapears. Otherwise landmine duration is unlimited.
Spell Points: 18 mana
Misfortune – Reduses the Luck of selected enemy unit by 1. Spell is active for number of rounds equal to hero Spell Power.
Spell Points: 12 mana
4 level
Armageddon – Rains fire upon the battlefield, damaging all units for (Spell Power x 40 + 30) hit points.
Spell Points: 24 mana
Berserk – Mind spell. The targeted unit will randomly attack the neares unit, be it friend or foe. Hypnotize effect is dispelled from target. Spell effect is valid until tarket make an attack, othervise Berserk duration is unlimited.
Spell Points: 20 mana
Fire Shield – Casts on a friendly unit, it does not provide any additional protection, but any enemy making hand-by-hand attack through the fire shield will suffer damage equal to 20% of what it inflicts. Spell is active for number of rounds equal to hero Spell Power.
Spell Points: 16 mana
Frenzy – Mind spell. Selected friendy troop intentionally lowers its defenses to 0 to increase the ferocity of its attack. Bonus to attack strength is equal o unit’s former defense. The spell takes effect immediately and lasts during the closest turn of the target. After that, the spell effect last until the beginning of the target next turn.
Spell Points: 16 mana
Inferno – Causes a huge blast of fire to strike the selected target and any units 1 and 2 hexes away from target location. Each unit takes (Spell Power x 10 + 20) damage. Don’t be near this when it goes off!
Spell Points: 16 mana
Slayer – Increases the selected friendly unit’s attack strength againts Dragons, Behemoths, Hydras, Firebirds, Sea Serpents and Couatls by 8. Spell is active for number of rounds equal to hero Spell Power.
Spell Points: 16 mana
5 level
Fire Elemental – Allows you to summon (Spell Power x 2) fire elementals on the random position of your edge of the battlefield. Elementals will serve you until the end of the battle.
Spell Points: 25 mana
Sacrifice – Permanently destroys a friendly living creature group in order to resurrect another friendly living creature group. Resurrection power is ((Spell Power + Sacrificed Troop’s Creature Base Health + 3) x Number of Creatures Sacrificed) hit points.
Spell Points: 25 mana
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