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Might And Magic 6: The Mandate Of Heaven cheats / Might And Magic 6: The Mandate Of Heaven hints / Might And Magic 6: The Mandate Of Heaven faqs / Might And Magic 6: The Mandate Of Heaven solutions Might And Magic 6: The Mandate Of Heaven hints Hint information authored by Brad Chapman Spell list authored by Zakna Guilds and Shops Most of the first 2 to 3 spells of the any of the first 7 magic groups can all be found in New Sorpigal in random order. The rest of the higher spells can be found in Free Haven in their respective magic shops. You need a guild membership first which are all found in Free Haven. To get membership to Light Magic you need to look in Blackshire. Dark Magic membership can be found there as well and also in White Cap. Expert for White Magic is found in Silver Cove, and Expert for Dark can be found in both White Cap and Darkshire. Master for Dark Magic is found in that town in Paradise Valley. Master for White Magic can be found near Castle Alames. All higher Light/Dark magic can be found in Blackshire. A Light magic shop exists in Silver Cove. A Dark magic shop exists in Ice Cap. All spell costs are at level 1 skill for that group, higher skill level and expert/master will change the spell costs. Spells Fire Torch Light (1 SP) Torch light increases the radius of light surrounding your party in the dark. Normal: Duration 1 hour per point of skill Expert: Brighter light Master: Brightest light Flame Arrow (2 SP) Creates and fires a single flaming arrow. Unlike most spells, this spell is notoriously inaccurate and has the same chance of hitting as a regular arrow (using your Fire skill as a bonus to hit). The arrow does 1-8 points of damage when it hits. Normal: Casting cost 2 spell points Expert: Casting cost 1 spell point. Quicker recovery rate Master: Casting cost 0 spell points. Quickest recovery rate Protection from Fire (3 SP) Increases all your characters' resistance to Fire by an amount equal to your skill in Fire Magic and lasts one hour per point of skill in Fire Magic. Normal: 1 point resistance per point of skill Expert: 2 points resistance per point of skill Master: 3 points resistance per point of skill Fire Bolt (4 SP) Launches a burst of Fire at a single target. Damage is 1-4 points of damage per point of skill in Fire Magic, but casting cost is low. Firebolt is safe and effective - "Old Reliable" of the Sorcerer's arsenal. Normal: Moderate recovery rate Expert: Faster recovery rate Master: Fastest recovery rate Haste (5 SP) Reduces the time it takes to recover from casting a spell or attacking with a weapon. Characters will be weak for 6 hours after this spell wears off. Normal: Duration 1 hour + 1 minute per skill point Expert: Spell affects entire party Master: Duration 1 hour + 3 minutes per skill point Fireball (8 SP) Another Sorcerer's favorite, Fireball targets a single monster, but explodes to hurt anyone else caught in the blast. If your party is too close to the blast, they will be hurt as well. Fireball does 1-6 points of damage per point of skill in Fire Magic. Normal: Moderate recovery rate Expert: Faster recovery rate Master: Fastest recovery rate Ring of Fire (10 SP) Generates a Ring of Fire around the party that damages all monsters it contacts. Happily, Ring of Fire is safe and will not damage your own characters. Ring of Fire downs 6 point of damage plus 1 per point of skill in Fire Magic. Normal: Small radius of effect around party Expert: Larger radius Master: Quicker recovery rate Fire Blast (15 SP) Launches streaks of fire in the direction the characters are facing. The bolts only hit monsters that stand in their way, so a little aiming practice will help you get the most benefit from Fire Blast. Fire Blast does 4 points of damage plus 1-3 per point of skill in Fire Magic. Normal: Slow rate of recovery and 3 shots Expert: Moderate rate of recovery and 5 shots Master: Quick rate of recovery and 7 shots Meteor Shower (20 SP) Summons flaming rocks from the sky in a large radius surrounding your chosen target. Try not to be near the victim when you use this spell. A single meteor does 8 point of damage plus 1 per point of skill in Fire Magic. This spell only works outdoors. Normal: Slow rate of recovery and 8 meteors Expert: Moderate rate of recovery and 12 meteors Master: Quick rate of recovery and 16 meteors Inferno (25 SP) Inferno burns the monsters in sight when cast, excluding your characters. Good for cleaning out rooms full of weak or moderate strength in one or two easy castings. Each monster take 12 points of damage plus 1 per point of skill in Fire Magic. This spell only works indoors. Normal: Slow rate of recovery Expert: Faster recovery rate Master: Fastest recovery rate Incinerate (30 SP) Amongst the strongest direct damage spells available, incinerate inflicts massive damage on a single target. Only the strongest of monsters can expect to survive this spell. Damage is 15 points plus 1-15 per point of skill in Fire Magic. Normal: Slow rate of recovery Expert: Faster recovery rate Master: Fastest recovery rate Air Wizard Eye (1 SP) Wizard Eye causes the automap located in the upper right corner of the main gaming screen to show the locations of monsters and other points of interest while outdoors. The spell lasts 1 hour per point of skill in Air Magic. Normal: Only shows terrain and monsters Expert: Shows treasure Master: Shows "point of interest" Static Charge (2 SP) Targets a single monster with a jolt of static electricity. It only does 2-6 points of damage, but it always hits. Normal: Casting cost 2 spell points. Expert: Casting cost 1 spell point. Quicker recovery rate Master: Casting cost 0 spell points. Quickest recovery rate Protection from Electricity (3 SP) Increases all your characters' resistance to Electricity by an amount equal to your skill in Air Magic. Normal: 1 point resistance per point of skill Expert: 2 points resistance per point of skill Master: 3 points resistance per point of skill Sparks (4 SP) Sparks fires small balls of lightning into the world that bounce around until they hit something or dissipate. It is hard to tell where they may go, so this spell is best used in a room crowded with small monsters. Each spark does 2 points plus 1 per point of skill in Air Magic. Normal: Moderate recovery rate, 3 sparks Expert: Quicker recovery rate, 5 sparks Master: Quickest recovery rate, 7 sparks Feather Fall (5 SP) Feather Fall prevents your character from being hurt when falling more than 10 feet by slowing the speed of the fall. Feather fall affects your entire party with one casting and has a duration based on your skill in Air Magic. Normal: Duration 5 minutes per point of skill Expert: Duration 10 minutes per point of skill Master: Duration 1 hour per point of skill Shield (8 SP) Halves damage from incoming ranged attacks (such as rocks and arrows) by slowing the missile down before they hit. Normal: Duration 1 hour + 5 minutes per point of skill Expert: Spell affects entire party Master: Duration 1 hour + 15 minutes per point of skill Lightning Bolt (10 SP) The Sorcerer's Darling, Lightning Bolt discharges electricity from the caster's hand to a single target. It always hits and does 1-8 point of damage per point of skill in Air Magic. Normal: Moderate rate of recovery Expert: Faster rate of recovery Master: Fastest rate of recovery Implosion (20 SP) Implosion is a nasty spell that affects a single target by destroying the air around it, causing a sudden inrush from the surrounding air, a thunderclap, and 1-10 points per point of skill in Air Magic. Normal: Moderate rate of recovery Expert: Faster rate of recovery Master: Fastest rate of recovery Fly (25 SP) Grants the power of flight to your characters! This spell is very expensive and only works outdoors, but it is very useful. Fly will drain 1 spell point every 5 minutes it is in use (I.E. when you aren't touching the ground). Normal: Duration 5 minutes per point of skill Expert: Duration 10 minutes per point of skill Master: Duration 1 hour per point of skill Starburst (30 SP) Calls stars from the heavens to smite and burn your enemies. Expert and Master ranking in both increases the number of stars called and speed recovery. The damage for each star is 20 points plus 1 per point of skill in Air Magic, and Starburst only works outdoors. Try not to get caught in the blast... Normal: Slow recovery and 8 stars Expert: Faster recovery and 12 stars Master: Fastest recovery and 16 stars Water Awaken (1 SP) Automatically awakens all your characters from a normal sleep and will awaken them from a magical sleep if they haven't had the sleep condition for too long. The greater your skill in Water Magic, the longer the sleep condition could have been present before this spell becomes ineffective. Normal: Works if asleep less than 3 minutes per point of skill Expert: Works if asleep less than 1 hour per point of skill Master: Works if asleep less than 1 day per point of skill Cold Beam (2 SP) Targets a single monster with a field of extreme cold for an instant. It only does 2-6 points of damage, but it always hit. The more skill you have in Water Magic, the faster you will recover from casting cold beam. Masters of Water can cast this spell without cost. Normal: Casting cost 2 spell points Expert: Casting cost 1 spell point. Quicker recovery rate Master: Casting cost 0 spell points. Quickest recovery rate Protection from Cold (3 SP) Increases all your characters' resistance to cold by an amount equal to your skill in Water Magic. This spell last for 1 hour per point of skill in Water Magic. Normal: 1 point resistance per point of skill Expert: 2 points resistance per point of skill Master: 3 points resistance per point of skill Poison Spray (4 SP) Sprays poison at monsters directly in front of your characters. Damage is low, but few monsters have resistance to poison, so it usually works. Each shot does 2 points of damage plus 1-2 per point of skill in Water Magic. Normal: Moderate recovery rate and 1 shot Expert: Faster recovery rate and 3 shots Master: Fastest recovery rate and 5 shots Water Walk (5 SP) Only useful outdoors, Water Walk lets your characters walk along the surface of water without sinking. The spell can be useful but drains 1 spell point every 20 minutes while in contact with water. Normal: Duration 5 minutes per point of skill Expert: Duration 10 minutes per point of skill Master: Duration 1 hour per point of skill Ice Bolt (8 SP) Fires a single bolt of ice at a single target. It always hits and does 1-7 points of damage per point of skill in Water Magic. Normal: Moderate rate of recovery Expert: Faster rate of recovery Master: Fastest rate of recovery Enchant Item (10 SP) Gives a chance to imbue a normal item with magical powers. The chance of success is 10% per point of skill in Water Magic. Experts manage better enchantments, and only Masters can enchant weapons. Normal: Weak enchantment only Expert: Stronger enchantments Master: Allows enchantment of weapons Acid Burst (15 SP) Acid Burst squirts a jet of extremely caustic acid at a single victim. It always hits and does 9 points of damage plus 1-9 points per point of skill. The big advantage of this spell is few monsters are resistant to acid. Normal: Moderate rate of recovery Expert: Faster rate of recovery Master: Fastest rate of recovery Town Portal (20 SP) Town Portal teleports the party to a central fountain of the last town visited. Town portal has a 10% chance per point of Water Magic skill of working when cast. Normal: Outdoors only Expert: Indoors OK Master: Works anywhere and gives choice of destination Ice Blast (25 SP) Fires a ball of ice in the direction of the caster is facing. The ball will shatter when it hits something, launching 7 shards of ice in all directions except the caster's. The shards will ricochet until they strike a creature or melt. Each shard does 12 points of damage plus 1-2 points per skill in Water Magic. Normal: Moderate rate of recovery Expert: Faster rate of recovery Master: Fastest rate of recovery Lloyd's Beacon Lloyd's Beacon lets you place a marker at a location you want to teleport back to in the future. Just how far in the future depends on your skill and ranking in Water Magic. Cast this spell whenever you wish to either place a marker or return to one. Normal: 1 beacon, decays in 1 hour per point of skill Expert: 3 beacons, decays in 1 day per point of skill Master: 5 beacons, decays in 1 week per point of skill Earth Stun (1 SP) Slaps a monster with magical force, forcing it to recover from the stun spell before it can do anything else. Stun also knocks the monster back a little, giving you a chance to get away while the getting is good. The greater your skill in Earth Magic, the greater the effect of the spell. Normal: Normal effect Expert: Stronger effect Master: Strongest effect Magic Arrow Creates and fires a single magical arrow. Unlike most spells, this spell is inaccurate and has the same chance of hitting as a regular arrow (Using your Earth Magic skill as a bonus to hit). Also unlike most spells, Magic arrow is free to cast when you become a Master of Earth. Magic Arrow does 3-8 points of damage. Normal: Casting cost 2 spell points Expert: Casting cost 1 spell point. Quicker recovery rate Master: Casting cost 0 spell points. Quickest recovery rate Protection from Magic (3 SP) Increases your characters' resistance to magic by an amount equal to your skill in Earth Magic. Normal: 1 point resistance per point of skill Expert: 2 point resistances per point of skill Master: 3 point resistances per point of skill Deadly Swarm (4 SP) Summons a swarm of biting, stinging insects to bedevil a single target. The swarm only does 5 points of damage plus 1-3 per point of skill in Earth Magic, but it never misses and the damage is physical, making resistance to this spell unlikely. Normal: Moderate rate of recovery Expert: Faster rate of recovery Master: Fastest rate of recovery Stone Skin (5 SP) Increases the armor class of a character by 5 plus 1 point per point of skill in Earth Magic. Normal: Duration 1 hour + 5 minutes per point of skill Expert: Spell affects entire party Master: Duration 1 hour + 15 minutes per point of skill Blades (8 SP) Fires a rotating, razor-thin metal blade at a single monster. This spell can miss, and damage and chance to hit rely heavily on Earth Magic skill. The blade does 1-5 points of damage per point of skill in Earth Magic. Normal: Moderate rate of recovery Expert: Faster rate of recovery Master: Fastest rate of recovery Stone to Flesh (10 SP) Removes the stoned condition from a character if you cast this spell on time. The greater the skill and rank in Earth 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 stoned less than 3 minutes per point of skill Expert: Works if stoned less than 1 hour per point of skill Master: Works if stoned less than 1 day per point of skill Rock Blast (15 SP) Releases a magical stone into the world that will explode when it comes into contact with a creature or enough time passes. The rock will bounce and roll until it finds a resting spot, so be careful not to be caught in the blast. The explosion causes 1-8 points of damage per point of skill in Earth Magic. Normal: Moderate rate of recovery Expert: Faster rate of recovery Master: Fastest rate of recovery Turn to Stone (20 SP) Temporarily turn a creature to stone. These stone statues are invulnerable to any sort of attack. Normal: Duration 5 minutes per point of skill Expert: Duration 10 minutes per point of skill Master: Duration 20 minutes per point of skill Death Blossom (25 SP) Fires a magical stone far into the air that creates a vary large and powerful explosion when it lands. The damage is 20 points plus 1 per point of skill in Earth Magic. This spell can only be used outdoors. Normal: Moderate rate of recovery Expert: Faster recovery, larger radius of effect Master: Fastest recovery, largest radius of effect Mass Distortion (30 SP) Increases the weight of a single target enormously for an instant, causing internal damage equal to 25% of the monster's hit points plus another 2% per point of skill in Earth Magic. The bigger they are, the harder they fall. Normal: Moderate rate of recovery Expert: Faster rate of recovery Master: Fastest rate of recovery Spirit Spirit Arrow (1 SP) Fires an electroplasmic bolt of negative spiritual energy at a single target. Spirit Arrow can miss, but a higher skill in Spirit Magic increases your chance of hitting. The arrow causes 1-6 points of damage. Normal: Moderate recovery Expert: Faster recovery Master: Casting cost 0 Bless (2 SP) Blessed characters have an increase chance to hit monsters in hand to hand combat and with missiles. A character's bonus to hit is increased by 5 plus 1 per point of skill in Spirit Magic. Normal: Duration 1 hour + 5 minutes per point of skill Expert: Spell affects entire party Master: Duration 1 hour + 15 minutes per point of skill Healing Touch (3 SP) Cheaply heals a single character of 3-7 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 (4 SP) Temporarily increases a single character's Luck statistics by 10 points plus 2 per point of skill in Spirit Magic. Normal: Increases luck by 10 points plus 2 per point of skill Expert: Increases luck by 10 points plus 3 per point of skill Master: Spell affects entire party Remove Curse (5 SP) Removes the cursed condition from a character if you cast this spell on 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 point of skill Expert: Works if cursed less than 1 hour per point of skill Master: Works if cursed less than 1 day per point of skill Guardian Angel (8 SP) Sets up a compact with the Higher Powers to resurrect your characters and return them to the last temple you visited upon their deaths. The price for this service is half the gold your characters had with them at the time of their death. Guardian Angel lasts for 1 hour per point of skill in Spirit Magic. Normal: Characters are restored to life with 1 hit point each Expert: Characters are restored to life with half their hit points Master: Characters are restored to life with all their hit points Heroism (10 SP) Heroism increases the damage a character does on a successful attack by 5 plus 1 per point of skill in Spirit Magic. Normal: Duration 1 hour + 5 minutes per point of skill Expert: Spell affects entire party Master: Duration 1 hour + 15 minutes per point of skill Turn Undead (15 SP) 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 point of skill in Spirit Magic. Normal: Moderate recovery rate Expert: Faster recovery rate Master: Fastest recovery rate Raise Dead (20 SP) Raises a character from the dead if you cast this spell on 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 your character in a weak condition. Normal: Works if dead less than 3 minutes per point of skill Expert: Works if dead less than 1 hour per point of skill Master: Works if dead less than 1 day per point of skill Shared Life (25 SP) Shared Life combines the life force of your characters and redistributes it amongst as evenly as possible. All current hit points are totaled and 1 extra point per point of skill in Spirit Magic 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 per point of skill to the pool Expert: Adds 2 hit points per point of skill to the pool Master: Adds 3 hit points per point of skill to the pool Resurrection (30 SP) Removes an eradicated (body destroyed) character if you cast this spell on 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 your character in a weak condition. Normal: Works if eradicated less than 3 minutes per point of skill Expert: Works if eradicated less than 1 hour per point of skill Master: Works if eradicated less than 1 day per point of skill Mind Meditation (1 SP) Temporarily increases a single character's Intellect and Personality statistics by 10 points plus 2 per point of skill in Mind Magic. Normal: Increases Intellect and Personality by 10 points plus 2 per point of skill Expert: Increases Intellect and Personality by 10 points plus 3 per point of skill Master: Spell affects entire party Remove Fear (2 SP) Removes the afraid condition from a character if you cast this spell on 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 point of skill Expert: Works if afraid less than 1 hour per point of skill Master: Works if afraid less than 1 day per point of skill Mind Blast (3 SP) Fires a bolt of mental force damaging to a single target's nervous system. Mind blast does 5 points of damage plus 1-2 point per skill in Mind Magic. Normal: Moderate recover rate Expert: Faster recovery rate Master: Fastest recovery rate Precision (4 SP) Temporarily increases a single character's Accuracy statistics by 10 points plus 2 per point of skill in Mind Magic. Normal: Increases Accuracy by 10 points plus 2 per point of skill Expert: Increases Accuracy by 10 points plus 3 per point of skill Master: Spell affects entire party Cure Paralysis (5 SP) Cures paralysis from a character if you cast this spell on 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 point of skill Expert: Works if paralyzed less than 1 hour per point of skill Master: Works if paralyzed less than 1 day per point of skill Charm (8 SP) Calms a single targeted creature and removes any hostile feelings it has towards your characters. If this creature takes any damage it will immediately become hostile again. Normal: Duration 3 minutes per point of skill Expert: Duration 6 minutes per point of skill Master: Duration 12 minutes per point of skill Mass Fear (10 SP) 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 point of skill in Mind Magic. Normal: Moderate recover rate Expert: Faster recovery rate Master: Fastest recovery rate Feeblemind (15 SP) Feeblemind removes the ability of a target to cast spells until the spells wear out. The duration of this spell is 5 minutes per point of skill in Mind Magic. Normal: Moderate recover rate Expert: Faster recovery rate Master: Fastest recovery rate Cure Insanity (20 SP) Cures insanity if you cast this spell on 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 point of skill Expert: Works if insane less than 1 hour per point of skill Master: Works if insane less than 1 day per point of skill Psychic Shock (25 SP) 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 point of skill in Mind Magic. Normal: Moderate recover rate Expert: Faster recovery rate Master: Fastest recovery rate Telekinesis (30 SP) Telekinesis lets you manipulate an object at a distance at a strength equal to your character's skill in Mind Magic. Switches can be thrown, objects picked up, and doors opened with this spell, all from a nice safe distance from those nasty traps. Normal: Strength of effect, 1 point per point of skill Expert: Strength of effect, 2 points per point of skill Master: Strength of effect, 3 points per point of skill Body Cure Weakness (1 SP) Removes the weak condition from a character if you cast this spell on time. The greater the skill and rank in Body Magic, the longer the character could have been weak 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 weak less than 3 minutes per point of skill Expert: Works if weak less than 1 hour per point of skill Master: Works if weak less than 1 day per point of skill First Aid (2 SP) Cures 5 hit points on a single target when cast. Recovery is reduced by an amount equal to caster's skill in Body Magic. Normal: Cures 5 hit points Expert: Cures 7 hit points Master: Cures 10 hit points Protection from Poison (3 SP) Increases all your characters' to poison by an amount equal to your skill in Body Magic. Normal: 1 point resistance per point of skill Expert: 2 points resistance per point of skill Master: 3 points resistance per point of skill Harm (4 SP) Directly inflicts magical damage upon a single creature. Harm does 8 point of damage plus 1-2 per point of skill in body magic. Normal: Moderate recover rate Expert: Faster recovery rate Master: Fastest recovery rate Cure Wounds (5 SP) Cures hit points on a single target when cast. The number cured is equal to 5 plus 2 per point of skill in Body Magic. Normal: Moderate recover rate Expert: Faster recovery rate Master: Fastest recovery rate Cure Poison (8 SP) Cures poison in a character if you cast this spell on time. The greater the skill and rank in Body Magic, the longer the character could have been poisoned 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 poisoned less than 3 minutes per point of skill Expert: Works if poisoned less than 1 hour per point of skill Master: Works if poisoned less than 1 day per point of skill Speed (10 SP) Temporarily increases a single character's Speed statistics by 10 points plus 2 per point of skill in Body Magic. Normal: Increases Speed by 10 points plus 2 per point of skill Expert: Increases Speed by 10 points plus 3 per point of skill Master: Spell affects entire party Cure Disease (15 SP) Cures disease in a character if you cast this spell on time. The greater the skill and rank in Body Magic, the longer the character could have been diseased 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 diseased less than 3 minutes per point of skill Expert: Works if diseased less than 1 hour per point of skill Master: Works if diseased less than 1 day per point of skill Power (20 SP) Temporarily increases a single character's Might and Endurance statistics by 10 points plus 2 per point of skill in Body Magic. Normal: Increases Might and Endurance by 10 points plus 2 per point of skill Expert: Increases Might and Endurance by 10 points plus 3 per point of skill Master: Spell affects entire party Flying Fist (25 SP) Flying Fist throws a heavy magical force at a single opponent that does 30 points of damage plus 1-5 per point of skill in Body Magic. Normal: Slow rate of recovery Expert: Faster recovery rate Master: Fastest recovery rate Power Cure (30 SP) Cure hit points of all characters in your party at once. The number cured is equal to 10 plus 2 per point of skill in Body Magic. Normal: Slow rate of recovery Expert: Faster recovery rate Master: Fastest recovery rate Light Create Food (20 SP) Creates food for all your characters if you have less real food than would be created by this spell. Normal: Creates 1 day + 1 day per 10 points of skill Expert: Creates 1 day + 2 day per 10 points of skill Master: Creates 1 day + 3 day per 10 points of skill Golden Touch (25 SP) Converts a single item you select in your inventory into gold equal to 40% of the item's actual value. There is a 10% chance per point of skill in Light Magic that this spell will succeed. If this spell fails, the item is broken. Normal: Converts item to 40% gold value Expert: Converts item to 60% gold value Master: Converts item to 80% gold value Dispel Magic (30 SP) Removes all spells on all creatures in the caster's sight, both helpful and harmful. Recovery is reduced by amount equal to skill in Light Magic. Normal: Moderate recover rate Expert: Faster recovery rate Master: Fastest recovery rate Slow (35 SP) Halves the walking speed and doubles the recovery rate of a single monster. Slow will make sure a monster attacks you half as often, and will have a harder time catching up to you if you choose to run. The duration of this spell is 3 minutes per point of skill in Light Magic. Normal: Moderate recover rate Expert: Faster recovery rate Master: Fastest recovery rate Destroy Undead (40 SP) Calls upon the power of Heaven to undo the evil magic that extends the lives of the Undead, inflicting 16 points of damage plus 1-16 per point of skill in Light Magic upon a single, unlucky target. This spell only works on the Undead. Normal: Moderate recover rate Expert: Faster recovery rate Master: Fastest recovery rate Day of the Gods (45 SP) Simultaneously casts Power, Meditation, Speed, Lucky Day, Precision, and GA on all your characters for one easy payment. Day of the Gods is cast at your skill in Light Magic. Normal: All spells cast at twice skill Expert: All spells cast at three times skill Master: All spells cast at four times skill Prismatic Light (50 SP) Inflicts 25 points of damage plus 1 per point of skill in Light Magic on all creatures in sight. This spell can only be cast indoors. Normal: Moderate recover rate Expert: Faster recovery rate Master: Fastest recovery rate Hour of Power (55 SP) Simultaneously cast Haste, Heroism, Shield, Stone Skin, and Bless on all your characters at your skill in Light Magic. Normal: All spells cast at twice skill Expert: All spells cast at three times skill Master: All spells cast at four times skill Paralyze (60 SP) Paralyze temporarily prevents a monster from moving or attack for the (short) of this spell, which is 3 minutes per point of skill in Light Magic. You are free to attack your helpless target to your heart's content--paralyzed monsters cannot retaliate. Normal: Slow recovery rate Expert: Faster recovery rate Master: Fastest recovery rate Sun Ray (65 SP) Sun Ray is the second most devastating spell in Enroth, concentrating the light of the sun on one unfortunate creature. Since Sun Ray must focus the light of the sun, it can only work outdoors and during the day. Sun Ray does 20 points of damage plus 1-20 per point of skill in Light Magic. Normal: Very slow recovery rate Expert: Faster recovery rate Master: Fastest recovery rate Dark Reanimate (20 SP) Reanimate allows you to raise a lifeless creature from the dead (sort of). The spell does not make them grateful or peaceful in any way, but you can always kill them again, if you want. Normal: Creatures get 10 hit points per skill point (up to the creature's maximum) Expert: Creatures get 20 hit points per skill point Master: Creatures get 30 hit points per skill point Toxic Cloud (30 SP) A poisonous cloud of noxious gases is formed in front of the caster and moves slowly away from your characters. The cloud does 25 points of damage plus 1-10 points per skill in Dark Magic, and lasts until something runs into it. Normal: Moderate recover rate Expert: Faster recovery rate Master: Fastest recovery rate Mass Curse (40 SP) Inflicts the Curse condition on all monsters in the sight of the caster. Normal: Duration 2 minutes per point of skill Expert: Duration 3 minutes per point of skill Master: Duration 4 minutes per point of skill Shrapmetal (50 SP) Fires a blast of hot, jagged metal in front of the caster, striking any creature that gets in the way. Each piece inflicts 6 points of damage plus 1-6 per point of skill in Dark Magic. Normal: Moderate recovery rate and 3 fragments Expert: Faster recovery rate and 5 fragments Master: Fastest recovery rate and 7 fragments Shrinking Ray (60 SP) Shrinks even the grandest monster to a more manageable sizes. Duration of this spell is 5 minutes per point of skill in Dark Magic. A shrunken monster deals one half, one third, or one quarter its normal damage while shrunk. Normal: Reduces monster size to one-half normal Expert: Reduces monster size to one-third normal Master: Reduces monster size to one-fourth normal Day of Protection (70 SP) Simultaneously cast Protection from Fire, Electricity, Cold, Poison, and Magic plus Feather Fall and Wizard Eye on all your characters at your skill in Dark Magic. Normal: All spells cast at twice skill Expert: All spells cast at three times skill Master: All spells cast at four times skill Finger of Death (80 SP) Attempts to immediately slay a single creature by stripping its soul from its body. Finger of Death has a 3% chance per skill point in Dark Magic of working, with Experts and Masters getting 4% and 5% chances respectively. Normal: 3% of chance of success per point of skill Expert: 4% of chance of success per point of skill Master: 5% of chance of success per point of skill Moon Ray (90 SP) A powerful spell of Darkness, Moon Ray heals your character and damages all monsters in sight. It doesn't do a lot of damage or cure conditions, but it is the only spell that harms all monsters in sight and works outside. Moon Ray is restricted to working outdoors and at night. All monsters take 1-4 points of damage per point of skill in Dark Magic, and all characters heal 1-4 points of damage per point of skill. Normal: Slow recover rate Expert: Faster recovery rate Master: Fastest recovery rate Dragon Breath (100 SP) Dragon Breath empowers the caster to exhale a cloud of toxic vapors that target a single monster and damage all creatures nearby. This spell is the most powerful damage spell in the lands, doing 1-25 points of damage per point of skill in Dark Magic. Normal: Slow recover rate Expert: Faster recovery rate Master: Fastest recovery rate Armageddon (150 SP) This spell is the town killer. It can only be cast once per day by Apprentices to Dark Magic, and only outdoors at that. Armageddon inflicts 50 points of damage plus 1 point of damage for every point of Dark skill your character has to every creature on the map, including all your characters. Normal: Can only be cast once per day Expert: Can only be cast twice per day Master: Can only be cast three times per day Potions Notice: Don't mix black potions with yellow ones, they create a death potion. Color: Red Name: Cure Wounds Combination: Widoweep Berries+ Empty Bottle Result: Restores 10 hit points Color: Blue Name: Magic Potion Combination: Rhina Root + Empty Bottle Result: Restores 10 spell points Color: Yellow Name: Energy Combination: Poppysnaps + Empty Bottle Result: Adds 10 to primary stats temporarily Color: Purple Name: Cure Poison Combination: Red + Blue Result: Cure poison Color: Green Name: Resistance Combination: Blue + Yellow Result: Adds 10 to resistance temporarily Color: Orange Name: Protection Combination: Red + Yellow Result: Adds 10 to armor class temporarily Color: White Name: Stone Skin Combination: Blue + Orange Result: Grants stone skin for six hours Color: White Name: Bless Combination: Purple + Blue Result: Grants bless for six hours Color: White Name: Extreme Energy Combination: Orange + Yellow Result: Adds 20 to primary stats temporarily Color: White Name: Haste Combination: Green + Yellow Result: Grants haste for six hours Color: White Name: Heroism Combination: Orange + Red Result: Grants heroism for six hours Color: White Name: Restoration Combination: Purple + Green Result: Cure all conditions except dead and stoned Color: White Name: Super Resistance Combination: Green + Blue Result: Adds 20 to resistance temporarily Color: White Name: Supreme Protection Combination: Orange + Green Result: Adds 20 to armor class temporarily Color: Black Name: Divine Cure Combination: Restoration + Orange Result: Adds 100 hit points if at or below maximum and adds one year to age Color: Black Name: Divine Magic Combination: Super Resistance + Green Result: Adds 100 spell points if at or below maximum and adds one year to age Color: Black Name: Divine Power Combination: Extreme Energy + Purple Result: Adds 20 levels temporarily and adds 1 year to age Color: Black Name: Essence of Accuracy Combination: Bless + Yellow Result: Adds 15 to accuracy and subtracts 5 from luck permanently Color: Black Name: Essence of Endurance Combination: Supreme Protection + Yellow Result: Adds 15 to endurance and subtracts one from all other stats permanently Color: Black Name: Essence of Intellect Combination: Stone Skin + Blue Result: Adds 15 to intellect and subtracts 5 from might permanently Color: Black Name: Essence of Luck Combination: Super Resistance + Purple Result: Adds 15 to luck and subtracts 5 from accuracy Color: Black Name: Essence of Might Combination: Heroism + Red Result: Adds 15 to might and subtracts 5 from intellect permanently Color: Black Name: Essence of Personality Combination: Restoration + Blue Result: Adds 15 to personality and subtracts 5 from speed permanently Color: Black Name: Essence of Speed Combination: Haste + Red Result: Adds 15 to speed and subtracts 5 from personality permanently Color: Black Name: Rejuvenate Combination: Extreme Energy + Green Result: Removes all magical aging affects and subtracts one from all seven primary stats Additional note by www.cjp512 You get Dark Containment and Divine Intervention when you solve the Obelisk puzzle. 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