Magic
Spells
There are three types of magic in Might and Magic III. Choose a school below to see its full spell list.
Arcane Magic (used by Sorcerers and Archers) focuses on destructive force. Clerical Magic (used by Clerics and Paladins) focuses on healing and protection. Natural Magic (used by Druids and Rangers) holds the balance between offence and defence. Many Natural spells also appear in the Arcane or Clerical lists, so don't be surprised to see the same spell in more than one place.
Each spell costs Spell Points to cast, and some also require gems — obtained by defeating certain enemies or finding them in chests. Some spells don't have a fixed SP cost: it scales with the caster's level. For example, a level-14 character casting a spell that costs 2 SP per level pays 28 SP. The number of gems required doesn't increase, though — and to compensate, spells with scaling cost also grow in power as you level up.
Spells are listed in the order they appear in your spellbook, along with the level at which you can buy them at a Guild. You can also learn a spell earlier if you find its scroll. Finally, when a spell deals damage to "all enemies in sight", it passes through any enemy in front of you, hitting those behind them too.