About: Mind magic (MM6)/Spells   Sponge Permalink

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These are the Mind Magic spells in Might and Magic VI: The Mandate of Heaven. Meditation: Costs 1 spell point. Temporarily increases a single character’s Intellect and Personality 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. * Normal: Works if afraid less than 3 minutes per skill point. * Expert: Works if afraid less than 1 hour per skill point. * Master: Works if afraid less than 1 day per skill point.

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  • Mind magic (MM6)/Spells
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  • These are the Mind Magic spells in Might and Magic VI: The Mandate of Heaven. Meditation: Costs 1 spell point. Temporarily increases a single character’s Intellect and Personality 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. * Normal: Works if afraid less than 3 minutes per skill point. * Expert: Works if afraid less than 1 hour per skill point. * Master: Works if afraid less than 1 day per skill point.
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  • These are the Mind Magic spells in Might and Magic VI: The Mandate of Heaven. Meditation: Costs 1 spell point. Temporarily increases a single character’s Intellect and Personality 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. Remove Fear: Costs 2 spell points. Removes the afraid condition from a character if the spell is cast in time. The greater the skill and rank in Mind Magic the longer the condition could have been present 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 afraid less than 3 minutes per skill point. * Expert: Works if afraid less than 1 hour per skill point. * Master: Works if afraid less than 1 day per skill point. Mind Blast: Costs 3 spell points. Fires a bolt of mental force damaging to a single targets' nervous system. Mind Blast does 5 points of damage plus 1-2 per skill point. * Normal: Moderate recovery rate. * Expert: Faster recovery rate. * Master: Fastest recovery rate. Precision: Costs 4 spell points. Temporarily increases a single character’s Accuracy 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 Paralysis: Costs 5 spell points. Cures paralysis if the spell is cast in time. The greater the skill and rank in Mind Magic the longer the character could have been paralyzed 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 paralyzed less than 3 minutes per skill point. * Expert: Works if paralyzed less than 1 hour per skill point. * Master: Works if paralyzed less than 1 day per skill point. Charm: Costs 8 spell points. Calms a single targeted creature and removes any hostile feelings it has towards the characters. If this creature takes any damage, it will immediately become hostile again. * Normal: Duration 3 minutes per skill point. * Expert: Duration 6 minutes per skill point. * Master: Duration 12 minutes per skill point. Mass Fear: Costs 10 spell points. All creatures in the caster’s sight fear the caster and flee. If a creature takes damage while under the influence of this spell, the spell will be broken. Mass Fear will not work on Undead creatures. The duration of Mass Fear is 3 minutes per skill point. * Normal: Moderate recovery rate. * Expert: Faster recovery rate. * Master: Fastest recovery rate. Feeblemind: Costs 15 spell points. Feeblemind removes the ability of a target to cast spells until this spell wears out. The duration of this spell is 5 minutes per skill point. * Normal: Moderate recovery rate. * Expert: Faster recovery rate. * Master: Fastest recovery rate. Cure Insanity: Costs 20 spell points. Cures insanity if the spell is cast in time. The greater the skill and rank in Mind Magic the longer the character could have been insane 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 insane less than 3 minutes per skill point. * Expert: Works if insane less than 1 hour per skill point. * Master: Works if insane less than 1 day per skill point. Psychic Shock: Costs 25 spell points. Similar to Mind Blast, Psychic Shock targets a single creature with mind damaging magic, only to a much greater effect. Psychic Shock does 12 points of damage plus 1-12 per skill point. * Normal: Slow recovery rate. * Expert: Faster recovery rate. * Master: Fastest recovery rate. Telekinesis: Costs 30 spell points. Telekinesis lets the caster manipulate an object at a distance at a strength equal to the character's skill in Mind Magic. Switches can be thrown, objects picked up, and doors opened with this spell, all from a safe distance. * Normal: Strength of effect is 1 point per skill point. * Expert: Strength of effect is 2 points per skill point. * Master: Strength of effect is 3 points per skill point.
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