Gaming Quiz / Heroes of Might and Magic 5 spells

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Can you name the Heroes of Might and Magic 5 spells

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DescriptionSpellMagic School
Summons a sea ship. Hero must stand on a shore and there must be an unoccupied boat nearby for the spell to be successful.Adventure
Summons creatures from nearest town. Takes 75% of heroes starting movement points. (This spell requires a hero level 10 to be learned. No magic skill is required)Adventure
Teleports the hero and his entire army to another location on adventure map. (This spell requires a hero level 15 to be learned. No magic skill is required)Adventure
Transports hero to the nearest friendly town - all the movement points will be lost. (This spell requires a hero level 20 to be learned. No magic skill is required)Adventure
Shoots magic missile to deal non-physical damage to the selected enemy creature.Destructive
Deals earth damage to all creatures in target area (cross form)Destructive
Deals lightning damage to selected enemy unit.Destructive
Deals ice damage to selected enemy unit.Destructive
Deals ice damage to all units surrounding the target spot.Destructive
Deals fire damage to all units in the target area. Fireball has a target area of 3x3.Destructive
Deals massive lightning damage to several adjacent creatures (up to 4), starting with the selected one. Every next creature in the chain gets the half of the damage inflicted to thDestructive
Deals massive earth damage to all creatures in target area. Meteor Shower has a target area of 5x5.Destructive
Deals earth damage to a single targeted enemy unit.Destructive
Deals massive fire damage to all creatures and war machines on a battlefield and local physical damage in the place of fall.Destructive
Causes the selected friendly unit to inflict more damage in combat. Spellpower determines the duration of effect.Light
Causes the selected friendly unit to act more frequently in combat.Light
Increases the selected friendly unit's defense strength. Spellpower determines the duration of effect.Light
Dispels positive magic effects from enemy creatures and negative magic effects from friendly creatures. Checks against caster level to dispel effects, so low level caster would be Light
Makes the selected friendly unit receive less damage from ranged attacks.Light
Affected creature is filled with rage and a lust for blood, it gains bonus to attack.Light
Teleports targeted friendly creature to another location on a battlefield (Only expert in Light Magic can teleport creatures over town walls)Light
Clears both positive and negative magic effects from the target stack and makes it immune to further magic spell effects. Can only be cast on friendly stack.Light
DescriptionSpellMagic School
Resurrects creatures in target friendly stack permamently.Light
Deals holy damage to all the undead and infernal creatures on a battlefield.Light
Causes the selected enemy unit to inflict less damage in combat. Spellpower determines the duration of effect.Dark
Makes target enemy stack take fewer actions in combat.Dark
Makes creatures in target enemy stack forget what they are doing on a battlefield. Some of the affected creatures will forget to use shooting attacks and retaliation strikes. (The Dark
Weakens the target enemy unit to decrease its Attack.Dark
Drives target stack of creatures frenzy. Frenzied stack considers all other creatures and war machines its personal enemies and attacks the nearest one with redoubled rage.Dark
Blinds the selected enemy creature so that it cannot move, attack or use any abilities. Blindness disappears if blinded creature is attacked. Spellpower determines the duration of Dark
Deals unholy damage to all creatures on a battlefield except undead and infernal ones.Dark
Gives the hero temporary control over the selected enemy creature. Creature under this spell can't counter-attack. Control will be lost if the unit is attacked Puppet Master is casDark
Inflicts plague on target enemy stack. The stack receives earth damage each time it takes an action. (The spell does not work on undead, elemental and mechanical units).Dark
Destroys armor of target enemy stack, reducing its defense. Can be cast several times on a single stack, but defense will not go lower than zero.Dark
Summons magical fist to deal non-elemental physical damage to target enemy creature. This spell ignores magic resistance and protection from magic.Summoning
Puts randomly several magical explosive mines in a selected area of the battlefield. Mines are invisible to the enemy.Summoning
Reanimates creatures in target friendly stack. Undead creatures are brought back to 'life', all other creatures are re-animated for the duration of the battle only. Every use of thSummoning
Summons a swarm of insects to inflict magical damage on the selected enemy creature. (The spell does not work on undead, elemental and mechanical units.)Summoning
Copies the selected friendly unit (only one copy can be made). The copy can't cast any spell or use any ability and disappears as soon as it receives any damage. (Incorporeal abiliSummoning
Earthquake damages town walls during a siege.Summoning
Creates a wall of fire in the selected area on battlefield. Deals fire damage to all creatures in this area during several turns.Summoning
Summons fire, earth, water or air elementals (depending on the battlefield terrain) to fight for the hero's cause.Summoning
Summons a phoenix on the battle field to fight on the hero's side. Only one phoenix can be summoned at a timeSummoning
Encloses target stack with magical energy shield that partly drains all damage dealt to the stack.Summoning
DescriptionSpellMagic School
There is a 50% chance of not using up resources on rune activation.Runic
Allows the same rune to be activated for the second time for triple resource cost.Runic
Allows a previously placed rune (random if many) to be refreshed on selected creature. The creature will be able to use it again at the normal cost.Runic
Normal attacks against hero's creatures are always unlucky. Lucky attacks are turned to normal. If enemy has Absolute Luck perk, effects of both perks are nullified.Runic
Grants Ranger an ability to attack any enemy creatures on battlefield. The inflicted damage is + 3 of his or her level. If that creature is present in Ranger's favorite enemy list Avenger
Allows Ranger to enhance his or her arrows with attacking or cursing spells. All Ranger's attacks (Multishot or Deadeye Shot) will now not only inflict damage upon enemy creatures Avenger
Grants Ranger an ability to attack all enemy creatures which are present in his favorite enemy list. The Ranger deals + 3 of his or her level damage.Avenger
Grants a hero an ability to call upon death itself in combat. All enemy living creatures receive -1 to morale, luck and -10% on initiative.Necromancy
Grants a Necromancer the ability to tie his or her own spirit to the spirits of any creatures on the battlefield until the end of combat. If linked creatures receive any damage theNecromancy
Demon Lord receives special combat ability to punish the target enemy creature with a powerful Mark of the Damned if that creature is about to attack, retaliate or cast any spell. Gating
Demon Lord receives special combat ability to consume corpses of fallen creatures to restore mana. Consumed corpses disappear from the battlefield.Gating
The Knight receives special combat ability to temporarily raise the morale, initiative, attack and defense of his troops.Counterstrike
The knight receives special combat ability to guard any selected creature in his army until the end of combat by inflicting direct damage to every enemy that is attacking this guarCounterstrike
Special adventure ability. Hero spends entire day to perform the ritual and regain full mana. Can only be used at the beginning of the day.Elemental Chains
Increases morale of all creatures in army for two three turns depending on the hero's level and gives additional rage points to the Stronghold creatures (Morale bonus does not workWarcry
Selected friendly Stronghold creature gets additional number of rage points depending on hero's level.Warcry
Hero has a chance to scare selected enemy creature, depending on the ratio between the hero's and the creature's levels. Independently of the success, all Stronghold creatures in tWarcry
Hero attacks the selected friendly creature (dealing his standard damage). This attack hastens the creature's turn, depending on the hero's level. Moreover, the target creature getWarcry
Selected enemy receives magical damage equal to the number of creatures in the hero's army. Moreover, all Stronghold creatures in hero's army gain additional points to their rage.Warcry
For one turn increases the Attack of all creatures in hero's army (depending on hero's level) and their Speed (by +1). Also gives additional rage points to all Stronghold creaturesWarcry

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