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For the magical school in other games, see Water magic.
Water H6

Water Magic icon.

Water Magic is a set of hero abilities in Might & Magic: Heroes VI.

The Water Magic school is available to Dungeon, Necropolis, Sanctuary, and Stronghold factions.

Abilities[]

Tier I[]

Tier I abilities have no requirement.

Number of abilities: 3
Icon Ability Type Description Effect
Ice armor Tears Reputation (active, combat) Grant Ice Armor to the target friendly creature. Ice Armor increases Might Defense by X, applies the "Chilled" effect to attackers and lasts for 4 turns. Cooldown: 1 turns.
Mana cost: 10
Ice bolt Blood Reputation (active, combat) Deals X damage (Water) to a single target. Victim also suffers from the "Frozen" effect. Cooldown: 3 turns.
Mana cost: 15
Water magic I Neutral Reputation (passive, adventure) Hero gains 3 Magic Power (Water).

Tier II[]

Tier II abilities require hero level 5 or higher.

Number of abilities: 7
Icon Ability Type Description Effect
Blizzard Blood Reputation (active, combat) Creates hailclouds in target 4x4 area which last for 3 turns. Creatures under the hailclouds are deal X damage (Water) and inflicted by the "Chilled" effect. Cooldown: 3 turns.
Mana cost: 50
Eternal winter Neutral Reputation (passive, combat) Duration of the "Chilled" effects inflicted by the Hero's Water abilities is increased by 1.
Frozen ground Tears Reputation (active, combat) Turns the target 3x3 area into Frozen Ground that is invisible to the enemy. Enemy creatures lose movement points when they cross the zone. The zone is spotted when an enemy creature steps into it. Charges: 1
Cooldown: 4 turns.
Mana cost: 20
Ice armor, mass Tears Reputation (active, combat) Grants Ice Armor to all friendly creatures. Ice Armor increases Might Defense by X, applies the "Chilled" effect to attackers and lasts for 4 turns.
(Ice armor ability required)
Cooldown: 3 turns.
Mana cost: 40
Ice breaker Blood Reputation (passive, combat) Friendly creatures attack frozen creatures with +X Luck but dispels the "Frozen" effect.
Ice wall Tears Reputation (active, combat) Creates an obstacle (3x1) with 2 structure points for 3 turns. Creatures standing in the surrounding squares are inflicted by the "Chilled" effect. Provides cover to ranged attacks. Cooldown: 4 turns.
Mana cost: 20
Water magic II Neutral Reputation (passive, adventure) Hero gains 3 Magic Power (Water).
(Water magic I ability required)

Tier III[]

Tier III abilities require hero level 15 or higher.

Number of abilities: 3
Icon Ability Type Description Effect
Circle of Winter Blood Reputation (active, combat) Deals X damage (Water) in a circle and applies the "Chilled" effect on its victims. Cooldown: 3 turns.
Mana cost: 50
Summon water elemental Tears Reputation (active, combat) Summons X Water Elementals. Cooldown: 3 turns.
Mana cost: 45
Water magic III Neutral Reputation (passive, adventure) Hero gains 3 Magic Power (Water).
(Water magic II ability required)

Bonuses[]

  • Ice armor master (Specialization) - Receives Ice Armor by default with 10% Might Defense bonus
  • Ice bolt master (Specialization) - Receives Ice Bolt by default and costs 33% less mana.
  • Master of Water (Specialization) - Increases the effectiveness of Magic (Water) by 6%
  • Evercold icicle (Neck Artifact) - Damage (Water) spells deal 20% more damage
  • Staff of the Tides (Dynasty Weapon) - Water Affinity: Increases Magic Power (Water) by 5. Mana cost of all Water spells is reduced by 10%.


Secondary skills in the Heroes of Might and Magic series
Heroes II Archery · Ballistics · Diplomacy · Eagle Eye · Estates · Leadership · Logistics · Luck · Mysticism · Navigation · Necromancy · Pathfinding · Scouting · Wisdom
Heroes III Air Magic · Archery · Armorer · Artillery · Ballistics · Diplomacy · Eagle Eye · Earth Magic · Estates · Fire Magic · First Aid · Intelligence · Leadership · Learning · Logistics · Luck · Mysticism · Navigation · Necromancy · Offense · Pathfinding · Resistance · Scholar · Scouting · Tactics · Water Magic · Wisdom
Heroes IV Might Combat (Melee · Archery · Magic Resistance) · Nobility (Estates · Mining · Diplomacy) · Scouting (Pathfinding · Seamanship · Stealth) · Tactics (Offense · Defense · Leadership)
Magic Chaos Magic (Conjuration · Pyromancy · Sorcery) · Death Magic (Occultism · Demonology · Necromancy) · Life Magic (Healing · Spirituality · Resurrection) · Order Magic (Enchantment · Wizardry · Charm) · Nature Magic (Herbalism · Meditation · Summoning)
Heroes V Faction Counterstrike · Gating · Necromancy · Avenger · Irresistible Magic · Artificer · Runelore · Blood Rage
General Attack · Dark Magic (Shatter Dark) · Defense · Destructive Magic (Shatter Destruction) · Enlightenment · Leadership · Light Magic (Shatter Light) · Logistics · Luck · Sorcery (Shout) · Summoning Magic (Shatter Summoning) · War Machines
Heroes VI Faction Guardian Angel · Necromancy · Gating · Bloodrage · Honor · Shroud of Malassa
Might Paragon · Realm · Tactics · Warcries · Warfare
Magic Air Magic · Dark Magic · Earth Magic · Fire Magic · Light Magic · Prime Magic · Water Magic
Heroes VII Faction Righteousness · Bloodrage · Metamagic · Necromancy · Nature's Revenge · Shroud of Malassa · Rune Magic
General Air Magic · Dark Magic · Defense · Destiny · Diplomacy · Earth Magic · Economy · Exploration · Fire Magic · Leadership · Light Magic · Offense · Paragon · Prime Magic · Warcries · Warfare · Water Magic
Olden Era Faction Ascension · Necromancy · Murmuring · Triumvirate's Strength · Summon Swarm · Abyssal Communion
General Arcane Magic · Battlecraft · Battle Magic · Daylight Magic · Defence · Diplomacy · Economy · Insight · Intelligence · Leadership · Logistics · Luck · Nightshade Magic · Offence · Primal Magic · Recruitment · Resistance · Scouting · Siegecraft · Sorcery · Summon Avatar · Tactics · Thaumaturgy