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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. It tells you where Treasure Trove is; that's where you get
the last 2 spells.




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