Below is a list of Prime abilities in Heroes of Might and Magic 6
Tier 1
Arcane Ward I
Hero gains 1 Magic Defense Permanently
School: Prime
Reputation: Tears
Passive Adventure Ability
Dispel Magic
Dispels all effects from the target
School: Prime
Reputation: Neutral
Mana cost: 15
Active Combat Ability
Prime Magic I
Hero gains 3 magic power (Prime)
School: Prime
Reputation: Neutral
Passive Adventure Ability
Arcane Exaltation I
Hero Gains 2 Magic Power Permanently
School: Prime
Reputation: Neutral
Passive Adventure Ability
Magic Affinity I
Hero gains 30 mana (Maximum) Permanently.
School: Prime
Reputation: Neutral
Passive Adventure Ability
Slow
Decreases target enemy stack's initiative by 11 and movement by 2
Lasts 3 turns
School: Prime
Reputation: Neutral
Mana cost: 10
Active Combat Ability
Haste
Increases target friendly stack's initiative by 11 and movement by 2
Lasts 3 turns
School: Prime
Reputation: Neutral
Mana cost: 10
Active Combat Ability
Disruption
Destroys armor of target enemy stack reducing its might defense by 14 till the end of the combat
Can be cast several times on a single stack, but defense will not go below zero
School: Prime
Reputation: Blood
Mana cost: 10
Active Combat ability
Tier 2
Arcane Ward II
Requires Hero Level 5
Requires Arcane Ward I
Hero gains 2 Magic Defense Permanently
School: Prime
Reputation: Tears
Passive Adventure Ability
Dispel Magic, Mass
Requires Hero Level 5
Requires Dispel Magic
Dispels all effects from the targets present in the target area
School: Prime
Reputation: Neutral
Mana cost: 30
Active Combat Ability
Prime Magic II
Requires Hero Level 5
Requires Prime Magic I
Hero gains 3 magic power (Prime)
School: Prime
Reputation: Neutral
Passive Adventure Ability
Arcane Exaltation II
Requires Hero Level 5
Requires Arcane Exaltation I
Hero Gains 2 Magic Power Permanently
School: Prime
Reputation: Neutral
Passive Adventure Ability
Magic Affinity II
Requires Hero Level 5
Requires Magic Affinity I
Restore 2% of the Hero's Mana (Maximum) each day.
School: Prime
Reputation: Neutral
Passive Adventure Ability
Slow, Mass
Requires Hero Level 5
Requires Slow
Decreases all enemy stack's initiative by 5 and movement by 1
Lasts 3 turns
School: Prime
Reputation: Neutral
Mana cost: 40
Active Combat Ability
Haste, Mass
Requires Hero Level 5
Requires Haste
Increases all friendly stack's initiative by 5 and movement by 1
Lasts 3 turns
School: Prime
Reputation: Neutral
Mana cost: 40
Active Combat Ability
Mana Leech
Requires Hero Level 5
Transfers 10% of the enemy Hero's mana (Current) to your hero
School: Prime
Reputation: Blood
Mana cost: 30
Active Combat Ability
Tier 3
Arcane Ward III
Requires Hero Level 15
Requires Arcane Ward II
Hero gains 3 Magic Defense Permanently
School: Prime
Reputation: Tears
Passive Adventure Ability
Time Statis
Requires Hero Level 15
Target enemy creature skips the next 2 turns.
Time Stasis is not dispelled by attacks
School: Prime
Reputation: Tears
Mana Cost: 55
Active Combat Ability
Prime Magic III
Requires Hero Level 15
Requires Prime Magic II
Hero gains 3 magic power (Prime)
School: Prime
Reputation: Neutral
Passive Adventure Ability
Arcane Exaltation III
Requires Hero Level 15
Requires Arcane Exaltation II
Hero Gains 3 Magic Power Permanently
School: Prime
Reputation: Neutral
Passive Adventure Ability
Magic Affinity III
Requires Hero Level 15
Requires Magic Affinity II
Regenerates 2 mana each turn in the first 10 turns of the combat
School: Prime
Reputation: Neutral
Passive Adventure Ability
Meditation
Requires Hero Level 15
Increases your Hero's Magic Power by 20 for 4 turns and instantly restores 15% of his/her mana (Maximum)
School: Prime
Reputation: Neutral
Mana Cost: 30
Active Combat Ability
Teleport
Requires Hero Level 15
Teleports target friendly creature to another location
School: Prime
Reputation: Neutral
Mana cost: 45
Active Combat Ability
Implosion
Requires Hero Level 15
Deals 127 damage (Prime) to target enemy stack.
This damage cannot be healed
School: Prime
Reputation: Blood
Mana cost: 45
Active Combat Ability