- For the magical school in other games, see Air Magic.
Air Magic is a set of hero abilities in Might & Magic: Heroes VI.
The Air Magic school is available to Haven, Inferno, Necropolis, Sanctuary, and Stronghold factions.
Abilities[]
Tier I[]
Tier I abilities have no requirement.
Tier II[]
Tier II abilities require hero level 5 or higher.
Tier III[]
Tier III abilities require hero level 15 or higher.
Icon | Ability | Type | Description | Effect |
---|---|---|---|---|
Air magic III | (passive; adventure) | Hero gains 3 Magic Power (Air). (Air magic II ability required) |
||
Chain lightning | (active; combat) | Deals X damage (Air) to the target stack and jumps to three extra enemy stacks. Damage is reduced by 15% by each jump. (Lightning bolt ability required) |
Cooldown: 3 turns. | |
Mana cost: 65 | ||||
Summon air elemental | (active; combat) | Summons X Air Elementals. | Cooldown: 3 turns. | |
Mana cost: 45 |
Bonuses[]
- Lightning master (Specialization) - Receives lightning bolt by default with 10% bonus damage
- Master of Air (Specialization) - Increases the effectiveness of Magic (Air) by 6%
- Amulet of Thunder (Neck Artifact) - Damage (Air) spells deal 20% more damage.
- 4 item bonus from Windswords (Set) - The daze effect caused by Air magic lasts 1 more turn.
- Thunder staff (Dynasty Weapon) - Air Affinity: Increases Magic Power (Air) by 5. Mana cost of all Air spells is reduced by 10%.