About: Body magic (MM6)/Spells   Sponge Permalink

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These are the Body Magic spells in Might and Magic VI: The Mandate of Heaven. Cure Weakness: Costs 1 spell point. Cures the weak condition from a character if the spell is cast in time. The greater the skill and rank in Body Magic the longer the character could have been weak before the "point of no return" is reached. After that, the only way to cure the condition short of Divine Intervention is to visit a temple. First Aid: Costs 2 spell points. Cures hit points on a single target when cast. Recovery is reduced by an amount equal to the caster's skill in Body Magic.

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  • Body magic (MM6)/Spells
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  • These are the Body Magic spells in Might and Magic VI: The Mandate of Heaven. Cure Weakness: Costs 1 spell point. Cures the weak condition from a character if the spell is cast in time. The greater the skill and rank in Body Magic the longer the character could have been weak before the "point of no return" is reached. After that, the only way to cure the condition short of Divine Intervention is to visit a temple. First Aid: Costs 2 spell points. Cures hit points on a single target when cast. Recovery is reduced by an amount equal to the caster's skill in Body Magic.
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  • These are the Body Magic spells in Might and Magic VI: The Mandate of Heaven. Cure Weakness: Costs 1 spell point. Cures the weak condition from a character if the spell is cast in time. The greater the skill and rank in Body Magic the longer the character could have been weak before the "point of no return" is reached. After that, the only way to cure the condition short of Divine Intervention is to visit a temple. * Normal: Works if weak less than 3 minutes per skill point. * Expert: Works if weak less than 1 hour per skill point. * Master: Works if weak less than 1 day per skill point. First Aid: Costs 2 spell points. Cures hit points on a single target when cast. Recovery is reduced by an amount equal to the caster's skill in Body Magic. * Normal: Cures 5 hit points. * Expert: Cures 7 hit points. * Master: Cures 10 hit points. Protection From Poison: Costs 3 spell points. Increases all characters' resistance to poison by an amount equal to caster's skill in Body Magic. * Normal: +1 resistance per skill point. * Expert: +2 resistance per skill point. * Master: +3 resistance per skill point. Harm: Costs 4 spell points. Directly inflicts magical damage upon a single creature. Harm does 8 points of damage plus 1-2 per skill point. * Normal: Moderate recovery rate. * Expert: Faster recovery rate. * Master: Fastest recovery rate. Cure Wounds: Costs 5 spell points. Cures hit points on a single target when cast. The number cured is equal to 5 plus 2 per skill point. * Normal: Moderate recovery rate. * Expert: Faster recovery rate. * Master: Fastest recovery rate. Cure Poison: Costs 8 spell points. Cures poison in a character if the spell is cast in time. The greater the skill and rank in Body Magic the longer the character could have been poisoned before the "point of no return" is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple. * Normal: Works if poisoned less than 3 minutes per skill point. * Expert: Works if poisoned less than 1 hour per skill point. * Master: Works if poisoned less than 1 day per skill point. Speed: Costs 10 spell points. Temporarily increases a single character's Speed statistic. * Normal: Increase of 10 points plus 2 per skill point. * Expert: Increase of 10 points plus 3 per skill point. * Master: Spell affects entire party. Cure Disease: Costs 15 spell points. Cures disease in a character if the spell is cast in time. The greater the skill and rank in Body Magic the longer the character could have been diseased before the "point of no return" is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple. * Normal: Works if diseased less than 3 minutes per skill point. * Expert: Works if diseased less than 1 hour per skill point. * Master: Works if diseased less than 1 day per skill point. Power: Costs 20 spell points. Temporarily increases a single character's Might and Endurance statistics. * Normal: Increase of 10 points plus 2 per skill point. * Expert: Increase of 10 points plus 3 per skill point. * Master: Spell affects entire party. Flying Fist: Costs 25 spell points. Flying Fist throws a heavy magical force at a single opponent that does 30 points of damage plus 1-5 per skill point. * Normal: Slow recovery rate. * Expert: Faster recovery rate. * Master: Fastest recovery rate. Power Cure: Costs 30 spell points. Cures hit points of all characters in the party at once. The number cured is equal to 10 plus 2 per skill point. * Normal: Slow recovery rate. * Expert: Faster recovery rate. * Master: Fastest recovery rate.
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