User Guide
Death's Touch (Dark, Spirit): The spellcaster uses his own Spell
Points in order to drain the enemy’s Hit Points.
Disease (Dark, Elemental): Disease inflicts a condition upon the target,
causing continuous damage until cured by a Potion or a spell.
Divine Intervention (Light, Spirit): Once per day, you may call upon
the heavens to heal your characters of all damage, restore their Spell
Points and remove all adverse conditions. The caster's Spell Points will
be nearly drained by this spell.
Elemental Aura (Elemental, Spirit): A field of protection surrounds
the party. Any enemies that attack your characters still deal out damage,
but receive the same amount of damage they dish out via an elemental
force.
Elemental Blast (Elemental, Light): This spell launches a magical
attack outward from a targeted enemy.
Elemental Bolt (Elemental, Spirit): Elemental Bolt launches a
magical bolt of one of the four elements at the target. The bolt always
hits the target.
Elemental Protection (Spirit, Light): Increases your party’s resistance
to damage inflicted by Elemental Magic by an amount equal to your
skill in Spirit Magic. The effect lasts one hour per point of Light skill.
Enchant Item (Elemental, Spirit): When cast, this spell has a chance of
imbuing a normal item with magical powers. The chance of success is
10% per point of skill in Spirit Magic.
Enrage (Spirit, Elemental): Enrage causes a single monster to go mad with battle
lust, attacking the nearest living creature until the spell wears off or the creature
dies.
Eye of Leggib (Dark, Spirit): This is similar to the Wizard Eye spell,
except the spellcaster sends a duplicate of himself out into the world to
survey the area near him.
Eye of the Storm (Elemental, Spirit, Light): Centred from the party,
this spell has an atom bomb concussive effect that could stun or kill
everything in the immediate area. Damage is 20 points plus 1 per point
of skill in Elemental Magic PER ENEMY! Eye of the Storm can only
be cast once per day.
Faith (Light, Spirit): Faith maximises the damage skills of the
character the spellcaster selects.
Creating Characters ✦ 46
Perception: The Perception skill gives your characters a chance to
notice hidden doors and traps, and to avoid damage from traps when
they are triggered. At Normal level, the skill increases your chance to
avoid traps and notice treasures. At Expert level, the effect is doubled.
At Master level, the effect is tripled. At Grandmaster level, the skill
effect is 100% success.
SPELLS
One of the many new features in Might and Magic IX is the spellcasting
system. In prior versions of the Might and Magic series, spells for each
individual school of magic were kept in a spell book. Now, the new
dynamic system uses spells much like skills. Spellcasters now gain spells
by learning skills. For example, in order to cast a Heal spell, the
spellcaster must first obtain the magic skill of Light. All spellcasters can
learn the basics of healing, but only Light Masters and Grandmasters
can wield it with the best results. In this new spell system, all
spellcasters have access to all schools of magic and their spells (except
for Crusaders and Rangers, who cannot learn the school of Dark Magic).
Therefore, a Lich now has the ability to cast Bless, but with nowhere near
the level and ability that a Priest can.
Arms of Earth (Elemental, Spirit): Arms rise up from the earth to entangle
the adversary. The higher level the spell, the larger the area covered by it. Be
careful! The unwary caster can catch himself in his own trap!
Bless (Light, Spirit): Bless can be used to increase a character's chance to
hit his or her target. It also negates an equal–level Curse spell.
Chain Lightning (Elemental, Light): The first lightning bolt
discharges electricity from the caster’s hand to a single target. It always
hits and does 1–8 points of damage per point of skill in Elemental Magic.
If there are any monsters within a certain range of the target, they will
be hit by an equal amount of electricity.
Column–of–Fire (Elemental, Light): This hugely destructive Column-of-
Fire falls from the sky, wreaking great amounts of damage upon the target.
The column is usually only large enough to strike one target.
Curse (Dark, Light): Curse is used to decrease the enemy’s chance to hit
its target.
Dark Grasp (Dark, Spirit): This spell surrounds its target with the power of
raw darkness, rendering it unable to fire missile attacks or cast spells.
Furthermore, the target's movement is slowed, its Armour Class is reduced
and it does reduced damage when striking in melee combat.
45 ✦ Creating Characters
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