Might and Magic Wiki
Register
Advertisement
For the magical school in other games, see Air Magic.
Air H6

Air Magic icon

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.

Number of abilities: 4
Icon Ability Type Description Effect
Air Magic H6 Air magic I Neutral Reputation (passive; adventure) Hero gains 3 Magic Power (Air).
Grounded Grounded Neutral Reputation (active, combat) Hostile winds buffet target enemy flying creature down to the ground. Target stack loses the ability to fly for 3 turns. Grounded creatures can move only short distances. Cooldown: 1 turns.
Mana cost: 15
Storm Arrows Storm arrows Blood Reputation (active; combat) Target stack's ranged attacks suffer no range penalty and deal extra X% damage (Air) for turns. Cooldown: 3 turns.
Mana cost: 15
Storm Winds I Storm winds I Tears Reputation (active; combat) The Hero calls upon the winds to impair enemy ranged-attacking creatures for 5 turn(s). Damage from all enemy shooters is reduced by X%. Cooldown: 3 turns.
Mana cost: 20

Tier II[]

Tier II abilities require hero level 5 or higher.

Number of abilities: 4
Icon Ability Type Description Effect
Air Magic H6 Air magic II Neutral Reputation (passive; adventure) Hero gains 3 Magic Power (Air).
(Air magic I ability required)
Lightning Lightning bolt Blood Reputation (active; combat) Deals X-Y damage (Air) to target enemy creature. Cooldown: 3 turns.
Mana cost: 30
Storm Winds II Storm winds II Tears Reputation (passive; combat) All creatures affected by Storm Winds are dealt X damage (Air) and also inflicted with the "Dazed" effect.
(Storm winds I ability required)
Thunderclap Thunderclap Blood Reputation (passive; combat) All damage (Air) dealt by the Hero and his army have X% chance to inflict the "Dazed" effect on their target.

Tier III[]

Tier III abilities require hero level 15 or higher.

Number of abilities: 3
Icon Ability Type Description Effect
Air Magic H6 Air magic III Neutral Reputation (passive; adventure) Hero gains 3 Magic Power (Air).
(Air magic II ability required)
Chain Lightning Chain lightning Blood Reputation (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 Summon air elemental Tears Reputation (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%.
Advertisement