Summon Angel
Realm Icon Life.pngLife
Spell Properties
Spell Rarity Rare
Casting Cost Icon Mana.png 550
Upkeep Cost Icon Mana.png 15 per turn
Research Cost Icon Research.png 1,400
Unit Properties
# of figures Icon SingleFigureUnit.png 1
Moves Icon Movement Air3
Melee Attack per figure Icon Melee Normal.png 13
Defense per figure Icon Defense.png 7
Resistance Icon Resist.png 8
Hit Points per figure Icon Hits.png 15
Unit Abilities

Ability ToHit +20% To Hit

Ability IllusionsImmunity Illusions Immunity

Ability HolyBonus Holy Bonus +1

Ability DispelEvil Dispel Evil
Tactical Angel
The Angel is a type of Fantastic Unit featured in Master of Magic. Angels belong to the Icon Life.pngLife Realm, and may be summoned using a Summoning Spell of the same name. The Angel is not too impressive as a combat unit considering its high costs, but instead acts as a fantastic support unit to augment the performance of its allies. Additionally its speed allows it to easily outmaneuver the enemy, striking at the weakest enemy units first.

The Angel's attack has additional effect against Icon Chaos.pngChaos and Icon Death.pngDeath creatures.

The Fantastic Unit Edit

Physical Description Edit

The Angel is a divine creature, resembling a human with fair skin and blonde hair, and dressed in fine flowing white robes - as angels have often been depicted in Christian religious artwork since the middle ages. Two great white wings protrude out the Angel's back, keeping it aloft. The Angel's head is adorned with a halo - a yellowish ring of divine energy. It carries a large, sharp longsword in its right hand, symbolizing the swift stroke of justice.

Angels are dominant figures in the Abrahamic (monotheistic) religions of our world, serving as direct messengers and servants of God. Their appearance as depicted in the game, however, was invented much later than the ancient texts, which often described them as bizarre and awe-inspiring monstrosities - when they weren't described as looking just like regular humans.

The Angel is a Icon SingleFigureUnit.png Single-Figure Unit.

Offensive Properties Edit

The Angel's Icon Melee Normal.png Melee Attack is impressive compared to that of most Normal Units in the game, but being a single Icon Figure.png figure and having such high Casting and Upkeep Costs its attack leaves something to be desired, compared to similar-level creatures from other realms.

The Angel attacks with Icon Melee Normal.png 13, which is increased to Icon Melee Normal.png 14 during combat thanks to its Ability HolyBonus Holy Bonus ability (explained below). This attack enjoys a Icon ToHit.png +20% To Hit bonus, delivering about Icon Damage.png 7 points of Damage, on average. This can be quite dangerous to low/mid-tier Normal Units, but is not impressive against other Fantastic Creatures.

On the other hand, the Angel does have a Special Attack that can come in handy when fighting Icon Death.pngDeath and Icon Chaos.pngChaos creatures. It is called the Ability DispelEvil Dispel Evil ability: when the Angel engages in melee combat against an enemy unit associated with the Icon Death.pngDeath or Icon Chaos.pngChaos realm, the opponent must make a Icon Resist.png Resistance roll at a penalty of Icon SpellSave.png -4 or have one of its Icon Figure.png figures destroyed. Undead units must make this roll at Icon SpellSave.png -9.

Defensive Properties Edit

The Angel has a relatively-high Defense score of Icon Defense.png 7, which is increased to Icon Defense.png 8 during combat thanks to its Ability HolyBonus Holy Bonus ability (explained below). This means that it will block about Icon Damage.png 2.4 points of Damage on average from any attack - making it very durable against low/mid-tier enemy units.

Furthermore, the Angel has Icon Hits.png 15, allowing it to take a respectable amount of damage before being destroyed.

The Angel also has Ability IllusionsImmunity Illusions Immunity. This means that it can make Icon ToBlock.png Defense rolls as normal when it is struck by Illusion Damage, and is completely immune to many Icon Sorcery.pngSorcery spells and Curses. This ability also allows the detection (and, to a certain degree, targeting) of Ability Invisibility Invisible enemy units in battles.

Finally, the Angel possesses a Resistance score of Icon Resist.png 8, again raised to Icon Resist.png 9 during combat thanks to the Ability HolyBonus Holy Bonus. As a result, many Curses and Special Attacks will have significant trouble affecting the Angel at all, unless they also inflict a Resistance penalty.

Other Properties Edit

The Angel moves at a rate of Icon Movement Air3, both on the overland map and during combat. This allows it to work as a scout, and also to maneuver easily around the battlefield to get at the enemy's weakest units first (especially the Undead, which it can potentially destroy with ease).

More importantly, the Angel bestows a set of bonuses to all friendly units on the battlefield, including itself:

This will significantly increase the power of any army containing an Angel. Larger armies, particularly those containing Icon MultiFigureUnit.png Multi-Figure units, naturally benefit more from this effect, as each individual unit (resp. Icon Figure.png figure) receives the same bonus. Note that this Holy Bonus is not cumulative, so having two or more Angels in an army does not grant more than +1 in each of the above categories. It also has no effect on the overland map, only in combat.

Basic Tactics Edit

The Angel benefits the army it is in regardless of what it does in battle - and, in fact, it is often a better idea to keep the Angel back, or at least away from dangerous enemy units, so that its bonus remains in play. Consider adding one Angel to each and every large army, especially those comprising of many Icon MultiFigureUnit.png Multi-Figure units.

Fortunately, the Angel is quite maneuverable in combat, and can both stay out of harm's way, or seek out and destroy the weakest enemy units by simply bypassing the enemy's stronger Melee Attackers. Its Flying ability grants it protection from most ground-moving enemy units, making this even easier to accomplish.

If the enemy army contains Icon Death.pngDeath or Icon Chaos.pngChaos creatures, the Angel can attempt to engage these in the hopes that they fail to resist its Dispel Evil ability. However, this should be a last-ditch effort unless the enemy is fairly weak anyway.

Enemy Angels Edit

Angels are rather rare, as are most Icon Life.pngLife creatures. They may occasionally appear in Ancient Temples or Towers of Wizardry, and will often be accompanied by Unicorns.

Angels are not too difficult to destroy, though it may take a strong unit or two to do so. However, engaging them with Icon Death.pngDeath or Icon Chaos.pngChaos creatures is generally not a good idea. Ranged Attack units may also have a problem getting through the Angel's high Icon Defense.png Defense, strong Melee Attackers may be a better choice against it.

If it is accompanied by other units during a battle, it is usually imperative to take out the Angel as quickly as possible. This is because the creature's Holy Bonus makes its entire army stronger, so all other enemy units are more dangerous than normal until the Angel is destroyed.

Ability Overview Edit

Ability ToHit +20% To Hit Edit

  • This unit has an extra Icon ToHit.png 20% chance to hit its target with every attack. This improves its chance to inflict more Icon Damage.png Damage with each attack it makes.

Ability IllusionsImmunity Illusions Immunity Edit

  • Illusion Damage inflicted on this unit does not bypass its armor. The unit gets to make its Icon Defense.png Defense rolls as normal.
  • During combat, this unit will spot all enemy Invisible creatures regardless of how close they are. Those creatures become semi-visible on the screen, and may be targeted by spells like any other unit.
  • This unit is completely immune to many Curses from the Icon Sorcery.pngSorcery realm. It may either not be targeted by such spells at all, or is simply not affected by them.

Ability HolyBonus Holy Bonus +1 Edit

  • During combat, this unit provides Icon Melee Normal.png +1, Icon Defense.png +1 and Icon Resist.png +1 to each and every friendly unit, including itself.
  • Holy Bonus does not stack: if there is more than one unit providing a Holy Bonus, only one takes effect.

Ability DispelEvil Dispel Evil Edit

  • When this unit engages in Icon Melee Normal.png Melee Combat with an enemy unit associated with the Icon Chaos.pngChaos or Icon Death.pngDeath realms, it also delivers a Touch Attack of Dispel Evil Damage.
  • The enemy unit must make a Icon Resist.png Resistance roll at a penalty of Icon SpellSave.png -4. On a failure one Icon Figure.png figure is immediately destroyed.
  • Undead units must make their resistance rolls at Icon SpellSave.png -9, almost completely ensuring their destruction!
  • This is a Touch Attack, which means it takes place simultaneously with the delivery of actual Melee Damage. Therefore, any Icon Figure.png figure killed off by the Dispel Evil ability still gets to deliver its damage as normal before it dies.

The Summoning Spell Edit

Usage Edit

Angel may only be cast on the overland map, for the base Casting Cost of Icon Mana.png 550. Upon casting, the new Angel unit will appear in the town currently containing the caster's Summoning Circle.

The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.

To keep the Angel in play, it is necessary to pay an Upkeep Cost of Icon Mana.png 15 per turn. This is drawn automatically from the caster's Mana pool each turn. Failure to pay the required costs due to lack of Icon Mana.png Mana in the pool will lead to the Angel being immediately destroyed, along with any Unit Enchantments currently affecting it.

If the unit is destroyed in combat, then it is gone from the world entirely, and there is no further need to pay its Upkeep Costs.

The Angel can also be dismissed voluntarily. To do this, right-click the unit's icon and then press the red "Dismiss" button on the bottom right corner of the unit's details panel. A dismissed unit is gone forever, but of course it is always possible to cast the Angel spell again to get a fresh new one. The primary reason to dismiss a Fantastic Creature would be to remove its Upkeep Cost (conserving Icon Mana.png Mana as a result).

Acquisition Edit

As a Rare Icon Life.pngLife spell, Angel may become available to any Wizard who possesses at least Icon Life.png2 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least Icon Life.png10 Spellbooks.

Customized Wizards possessing Icon Life.png11 Spellbooks at game creation may choose Angel as one of their starting spells, in which case it will be available for casting immediately on the first turn.

Wizards with Icon Life.png2 to Icon Life.png9 Spellbooks have a random chance of being able to Research Angel during the game. The chance for this spell to appear for research increases with the number of Icon Life.pngLife Spellbooks the Wizard possesses or obtains during gameplay. With Icon Life.png10 or Icon Life.png11 Spellbooks, the spell is guaranteed to appear for Research at some point, if it is not already available for casting.

Angel has a base Research Cost of Icon Research.png 1,400.

With at least Icon Life.png2 Spellbooks, the Angel spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.