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Hey all I actually made a recent mistake here on the forums telling someone that they couldn't use the Nature spell "Web" on a Sky Drake because it has Magic Immunity. Sadly I had to eat a piece of humble pie and admit I was wrong about that because apparently Web DOES work on them.

Now because of this I did some more research and discovered there are a couple more spells, in addition to WEB, that get by Magic Immunity.

Cracks Call - because it targets the square they are on, and not the unit itself, it can still work on Non-Flying and Corporeal (not magic spirits for instance) creatures. Perfect target for this spell would be Paladins or any of the Heroes with Magic Immunity that don't have flying. Remember this spell still only has a 1 in 4 chance.25%, to kill the unit.

Earth to Mud - This is kind of obvious and really doesn't need an explanation. However I will say Magic Immunity doesn't give you swamp walk lol.

Entangle - It has no effect on Flying guys UNLESS they lose their flying. Still worth mentioning perhaps when your fighting Heroes like Roland, Mortu and Torrin.

***EDIT - The Entangle one actually belongs in the bottom section as it's a non target enchantment like the others. Not really surprising though that it gets through.

Warp Wood - Now this one surprised me as well, the apparent logic behind it is that your targeting weapons not the unit itself lol. Still not really important unless vs Magic Immune Archer Heroes imho.

Now the last 4 spells that Ignore Magic Immunity are kind of obvious as they are blanket combat enchantments and they are Prayer, Black Prayer, True Light, Darkness and Warp Reality. To me these really need no explanation either.

For more specific info on any of these check the link below.
http://masterofmagic.wikia.com/wiki/Magic_Immunity#Exceptions

I hope this helps anyone else avoid rude surprises in game and perhaps open up new possibilities hitherto unrealized.
Post edited June 27, 2013 by EvilLoynis
I knew about some of that - notably Web and Crack's Call. I play Life books a lot, and losing Torin the Chosen to a Nature mage is really annoying. I had oddly never noticed the Warp Wood issue, though. I hadn't noticed Earth to Mud either, although given how often I curse about the other tricks Nature mages use on Torin, I probably should have.

Thanks for the comprehensive list. Magic Immunity is still pretty game breaking, but not quite as much so with those weaknesses.
New ultimate end game Nature strat. 3 Giant spiders and 6 mage heroes with Crack's call staff spell charges. UNSTOPPABLE!
Post edited June 28, 2013 by SamKuker101
Since being hit by a web causes flying units to lose flight for the duration of the battle, Web (or Giant Spiders) + Cracks Call, Earth to Mud and/or Entangle is a great way to deal with magic-immune flying units such as Sky Drakes or particular heroes.
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SamKuker101: New ultimate end game Nature strat. 3 Giant spiders and 6 mage heroes with Crack's call staff spell charges. UNSTOPPABLE!
Haha, that's brilliant. I don't know if I've ever actually used giant spiders (I tend to avoid summons) but that combo would make the three free webs really strong. Just add node mastery and blend.
NOTE: I should mention that all the above info refers to the normal version you get from gog, version 1.31.

I do not know how much of this is valid and which has been tweaked / fixed in the Insecticide mod.
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EvilLoynis: NOTE: I should mention that all the above info refers to the normal version you get from gog, version 1.31.

I do not know how much of this is valid and which has been tweaked / fixed in the Insecticide mod.
To the best of my knowledge, none of these spells have been altered by Insecticide. If I found out they have, I'll update the Insecticide effects thread.
I love how my troll post spurs you guys into action, hahaha, same thing happens with my over-achieving wow raid team.