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Blizzard Damage is one of the many Damage Types in Master of Magic.

Blizzard Damage is essentially Area Damage. This type of damage is unique in that it makes separate Icon ToHit.png To Hit rolls against each Icon Figure.png Figure in the enemy unit, instead of attacking only the "lead" figure (as would happen with Physical Damage types). The entire process is extremely complex, but the end result is that the more Icon Figure.png Figures there are in the enemy unit, the more damage it will suffer on average.

Blizzard Damage is distinct from the other Area Damage type, called Immolation Damage, in that it will trigger a target's Cold Immunity (if the target possesses this immunity), and will not trigger a target's Fire Immunity. Note that either of the two Area Damage types will trigger a target's Magic Immunity.

The name Blizzard Damage was chosen for this damage type because it best described its effect - despite the fact that the term "Blizzard" is not used anywhere in the game.

Blizzard Damage is delivered only by one source: the Ice Storm spell.

Effect Edit

Blizzard Damage is a type of Area Damage, and as such is processed in a very complex way. Its purpose is to cause actual Icon Damage.png Damage Points to the target, but the way in which the game determines how many Icon Damage.png Damage Points are inflicted is not easy to explain. For a more thorough explanation, see Area Damage.

The results of this damage greatly depend on whether or not the target is a Icon MultiFigureUnit.png Multi-Figure unit, and if so, it depends on how many Icon Figure.png Figures the target contains.

Against Single-Figure Units Edit

When Blizzard Damage strikes a Icon SingleFigureUnit.png Single-Figure Unit, it behaves identically to Physical Damage (in particular, a sub-type called Cold Damage).

This starts with a single set of X Icon ToHit.png To Hit rolls against the target unit, where X is the strength of the Blizzard Damage attack. Each roll that comes up equal to or lower than 30 is considered a "registered hit" against the target. The number of registered hits is tallied up and recorded.

Next up, the target unit makes a single set of X Icon ToBlock.png Defense rolls, where X is the target's Icon Defense.png Defense score. The result of each roll is compared to the target's Icon ToBlock.png To Block score, with each roll coming up equal to or lower than that score being considered a "successful block". The number of successful blocks is tallied up and recorded.

The game then subtracts the number of successful blocks from the number of successful hits. This is the amount of Icon Damage.png Damage Points caused to the target. If the total amount of Icon Damage.png Damage caused to a target (including damage carried over from previous injuries) surpasses the target's Icon Hits.png Health, then the target unit is destroyed.

For a more thorough overview of this process, check out the article on Physical Damage. Note again that this applies only when the target is a Icon SingleFigureUnit.png Single-Figure unit!

Against Multi-Figure Units Edit

Blizzard Damage behaves very differently whenever it strikes a Icon MultiFigureUnit.png Multi-Figure target. In this case, it behaves almost as though several separate attacks were directed against each Icon Figure.png Figure in the target unit separately! The process is very complex to understand, and so is covered in full in the Area Damage article. Nonetheless we'll attempt to explain it briefly below.

To start, the attack makes X Icon ToHit.png To Hit rolls against each Icon Figure.png Figure in the target unit, where X is the strength of the Blizzard Damage attack. Each roll that comes up equal to or higher than 30 is considered a "registered hit", but only against the specific Icon Figure.png Figure it was directed against. Already this is very different from Physical Damage, where all Icon ToHit.png To Hit rolls are directed against the "lead" figure in the target unit. The game records the number of hits successfully registered against each individual figure, separately.

Next up, each individual Icon Figure.png Figure in the target unit makes X Icon ToBlock.png Defense rolls, where X is equal to the target unit's Icon Defense.png Defense score. The result of each roll is compared to the unit's Icon ToBlock.png To Block score, with each roll that comes up equal to or lower than that score being considered a "successful block". Again, the game remembers the total number of successful blocks made by each figure, separately.

To calculate Icon Damage.png Damage, the game subtracts each figure's successful blocks from the number of hits registered against this specific figure. This is why hits and blocks were recorded separately. The result is the amount of "unblocked hits" directed at each specific figure. The game also makes sure to limit each of these results to between 0 and the figure's current Icon Hits.png Health (no figure can suffer less than Icon Damage.png 0 Damage, and no figure can suffer more Icon Damage.png Damage than it has Icon Hits.png Hit Points).

Finally, all of these "unblocked hits" are pooled together. The sum of these unblocked hits is the total amount of Icon Damage.png Damage caused to the target. This is applied one point at a time, starting with the "lead" figure in the unit. It will kill off Icon Figure.png Figures as necessary, and will stop only when either all "unblocked hits" have been applied, or once the target has lost all of its Icon Figure.png Figures.

The result is usually massive damage to the Icon MultiFigureUnit.png Multi-Figure unit. If the Blizzard Damage was powerful enough, and the rolls involved were not particularly in the target's favor, Blizzard Damage can wipe out an entire Multi-Figure unit instantaneously - something which Physical Damage is highly unlikely to achieve.

Again, for a full analysis of this process, refer to the article on Area Damage, which explains this in much greater detail, including examples.

Immunities Edit

Blizzard Damage is similar to Cold Damage in that it will always trigger a target's Magic Immunity or Cold Immunity, if the target possesses either of these.

In case the target possesses only Cold Immunity, its Defense score is temporarily raised to Icon Defense.png 50 for purposes of blocking this Blizzard Damage. This will likely block any Blizzard Damage directed at the unit. The chance of any damage from an Ice Storm getting through this immunity is astronomically low.

If the target possesses Magic Immunity however (with or without Cold Immunity), then Blizzard Damage will cause absolutely no harm to that target under any circumstances.

Sources of Blizzard Damage Edit

There is exactly one source of Blizzard Damage to be found in the game. It is the Ice Storm spell, a Rare Instant Spell belonging to the Icon Nature.pngNature Realm.

For a basic Casting Cost of Icon Mana.png 200, this spell will deliver a Blizzard Damage attack against each and every enemy unit inside a targeted overland map tile. Each unit is struck with exactly 6 points of Blizzard Damage.

This spell is particularly useful against large enemy armies, since the more units present the more Blizzard Damage is delivered overall. It is even more powerful if the enemy army contains several Icon MultiFigureUnit.png Multi-Figure units, since these tend to suffer much more from Blizzard Damage than you'd normally expect. However, an attack of only Icon Ranged Magic.png 6 is fairly weak against Icon SingleFigureUnit.png Single-Figure units, and is unlikely to kill any of them, particularly heavily-armored ones. Ice Storm is often used to weaken an enemy army prior to actual battle.

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