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For the magical school in other games, see Spirit Magic.

"Spirit magic concentrates on spells involving life and death. Included are spells to raise the dead, spells that affect the Undead, and spells that influence aging. Expert and master ranking permit access to greater versions of spirit spells."

Spirit Magic is a skill in Might and Magic VI: The Mandate of Heaven that allows the character to learn and cast spirit magic spells. Skill mastery affects what spells are available, and the effects of those spells. Paladins start with the skill, and clerics and druids can learn it.

Spells[]

To learn master spirit magic, characters must become high priests by completing the Find and replace the Sacred Chalice quest for Anthony Stone.

Djordje

"I told you to see if he's in the league with the Faceless, not to burn his eyes out!"
Anton

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Spirit Arrow: Costs 1 spell point. Fires an ectoplasmic bolt of negative spiritual energy at a single target. Spirit arrow can miss, but a higher skill in Spirit Magic increases the chances of hitting. The arrow causes 1-6 points of damage.

  • Normal: Moderate recovery rate.
  • Expert: Faster recovery rate.
  • Master: Costs no spell points.

Bless: Costs 2 spell points. Blessed characters have an increased chance to hit monsters in hand to hand combat and with missiles. A character’s bonus to hit is increased by 5 + 1 per skill point.

  • Normal: Duration 1 hour + 5 minutes per skill point.
  • Expert: Spell affects entire party.
  • Master: Duration 1 hour + 15 minutes per skill point.

Healing Touch: Costs 3 spell points. Cheaply heals a single character of 3-7 hit points. Skill increases the recovery rate of this spell.

  • Normal: Heals 3-7 points of damage.
  • Expert: Heals 5-9 points of damage.
  • Master: Heals 7-11 points of damage.

Lucky Day: Costs 4 spell points. Temporarily increases a single character’s Luck statistic by 10 points plus 2 per skill point.

  • Normal: Increases luck by 10 points plus 2 per skill point.
  • Expert: Increases luck by 10 points plus 3 per skill point.
  • Master: Spell affects entire party.

Remove Curse: Costs 5 spell points. Removes the cursed condition from a character if the spell is cast in time. The greater the skill and rank in Spirit 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 cursed less than 3 minutes per skill point.
  • Expert: Works if cursed less than 1 hour per skill point.
  • Master: Works if cursed less than 1 day per skill point.

Guardian Angel: Costs 8 spell points. Sets up a compact with the Higher Powers to resurrect the characters and return them to the last temple they visited upon their deaths. The price for this service is half of the gold the characters have with them at the time of death. Guardian Angel lasts for 1 hour per skill point.

  • Normal: Restored to life with 1 hit point.
  • Expert: Restored to life with half their hit points.
  • Master: Restored to life with full hit points.

Heroism: Costs 10 spell points. Heroism increases the damage a character does on a successful attack by 5 + 1 point per skill point.

  • Normal: Duration 1 hour + 5 minutes per skill point.
  • Expert: Spell affects entire party.
  • Master: Duration 1 hour + 15 minutes per skill point.

Turn Undead: Costs 15 spell points. Forces all visible undead monsters to flee until the duration of Turn Undead runs out. This spell lasts for 3 minutes plus 3 minutes per skill point.

  • Normal: Moderate recovery rate.
  • Expert: Faster recovery rate.
  • Master: Fastest recovery rate.

Raise Dead: Costs 20 spell points. Raises a character from the dead if the spell is cast in time. The greater the skill and rank in Spirit Magic the longer the character could have been dead before the "point of no return" is reached. After that, the only way to raise the character short of Divine Intervention is to visit a temple. Casting this spell will leave the character in the weak condition.

  • Normal: Works if dead less than 3 minutes per skill point.
  • Expert: Works if dead less than 1 hour per skill point.
  • Master: Works if dead less than 1 day per skill point.

Shared Life: Costs 25 spell points. Shared Life combines the life force of the characters and redistributes it amongst them as evenly as possible. All current hit points are totaled and 1 extra point per skill point is added to this total. Then the points are distributed back to the characters, with no individual character being allowed to have more points than his maximum total hit points.

  • Normal: Adds 1 hit point to the pool per skill point.
  • Expert: Adds 2 hit point to the pool per skill point.
  • Master: Adds 3 hit point to the pool per skill point.

Resurrection: Costs 30 spell points. Resurrects an eradicated (body destroyed) character if the spell is cast in time. The greater the skill and rank in Spirit Magic the longer the condition could have been present before the "point of no return" is reached. After that, the only way to resurrect the character is to visit a temple. Casting this spell will leave the character in the weak condition.

  • Normal: Works if eradicated less than 3 minutes per skill point.
  • Expert: Works if eradicated less than 1 hour per skill point.
  • Master: Works if eradicated less than 1 day per skill point.

Trainers[]

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