|Arcane Quick Reference *|
|Common|| Magic SpiritEffects: Summoning|
Research Cost: free
Casting Cost: 30 mana
Upkeep: 1 mana/turn
Summons a magic spirit which can meld with magical nodes and direct the node's power to the controlling wizard.
| Dispel MagicEffects: Instant Combat|
Target: single unit
Research Cost: 100
Casting Cost: 10+ mana
Attempts to destroy all enemy enchantments on a unit. The chance for success is equal to the mana spent on this spell divided by the sum of the costs for this spell and the target enchantment. For example if this spell is cast with 30 mana on a unit with an Eldritch Weapon enchantment (cost 15) the chance to dispel it would be 30/(30+15) or 67%.
Recall HeroEffects: Instant Combat
Target: friendly hero
Research Cost: 350
Casting Cost: 20 mana
Instantly summons the target hero to your summoning circle, removing her from the current combat.
| Spell of ReturnEffects: Global Enchantment|
Research Cost: free
Casting Cost: 1000 mana
When your enchanted fortress is captured by an enemy, you are banished to Limbo until you finish casting the Spell of Return. You may not cast any other spells while banished and you receive no power income.
Summoning CircleEffects: Instant
Target: friendly city
Research Cost: 150
Casting Cost: 50 mana
Moves your summoning circle to another city. All creatures summoned by spells will appear in this new city.
|Uncommon|| Detect MagicEffects: Global Enchantment|
Research Cost: 400
Casting Cost: 200 mana
Upkeep: 3 mana/turn
The current spell being cast by all wizards that you are in contact with will be displayed on the Magic Screen at the top of each wizard's gem.
| Disenchant AreaEffects: Instant|
Research Cost: 300
Casting Cost: 50+ mana
Attempts to dispel all enemy spells in the targeted map square. The chance of successfully dispelling an enchantment is calculated as in Dispel Magic.
Enchant ItemEffects: Permanent Item Enchantment
Research Cost: 450
Casting Cost: special
Creates a lesser magical item for use by your heroes. Only powers that cost 200 mana or less may be used. For details, see magic item creation in your manual.
Summon HeroEffects: Summoning
Research Cost: 500
Casting Cost: 300 mana
Summons a lesser hero to lead your army. The hero will not require any initial gold to join, but still requires maintenance. This spell will fail if you already control six heroes.
|Rare|| AwarenessEffects: Global Enchantment|
Research Cost: 700
Casting Cost: 500 mana
Upkeep: 3 mana/turn
Reveals the location of all cities on both planes.
| DisjunctionEffects: Instant|
Target: one Global Enchantment
Research Cost: 750
Casting Cost: 200 mana
Attempts to dispel one enemy global enchantment. The chance of successfully dispelling this enchantment is calculated as in Dispel Magic.
Create ArtifactEffects: Permanent Item Enchantment
Research Cost: 1000
Casting Cost: special
Creates a magical artifact for use by your heroes. Any powers may be used. For details, see item creation in your manual.
Summon ChampionEffects: Summoning
Research Cost: 1250
Casting Cost: 750 mana
Summons a greater hero to lead your army. The hero will not require any initial gold to join, but still requires maintenance. This spell will fail if you already control six heroes.
|Very Rare|| Spell of MasteryEffects: Global Enchantment|
Research Cost: 60,000
Casting Cost: 5000 mana
Caster obtains total control of all magic in both planes. Enemy wizards lose their ability to cast any spells and all summoned creatures come under your control. Successfully casting the Spell of Mastery ends the game in a glorious victory for the caster.
- * Degrees of Spell Rarity for this realm are as listed in the documents shipped with the game (version 1.00). In fact, Arcane spells obey their own rules for availability, treasure assignments, and diplomatic exchange values.
The Arcane Realm is one of the six Magical Realms in Master of Magic. It is much more of a "utility" school of magic, which can complement any other magical realm with the use of several spells that are not associated with any particular concept.
Each wizard begins the game with two Arcane spells already available, and any wizard may research all Arcane spells by the end of the game. The Arcane Realm contains only a handful of spells, but many of these are necessary to most wizards in order to perform more "mundane" activities that other schools of magic do not - such as summoning Heroes, creating Magical Items, and manipulating the Summoning Circle.
The Arcane Realm is associated with the color grey (or tan), and is not aligned with any specific elements or concepts. It is often marked with the Tan Circumpunct symbol, both in-game and on this Wiki. The Arcane Realm has no familiar, nor does it have any Spellbooks; a Wizard cannot be "associated" with the Arcane Realm, though he/she may opt to possess and use only Arcane spells, relying on Perks, Normal Units and Heroes to win.
This realm consists of 14 special utility spells. Wizards begin the game with two of them, Magic Spirit and the Spell of Return, and have full access to the rest of this color through research. There are no arcane Spellbooks.
Grey magic is the key to end Master of Magic in a glorious "space-race" victory, by way of the Spell of Mastery.
Leaning heavily on grey spells is nothing to be ashamed of, because this realm offers very useful toys. It is needed, in varying degrees depending on your build, to explore around and eventually to meld Nodes with the Magic Spirit, summon and recall Heroes, detect enemy spellcasting, fizzle enemy enchantments, move the Summoning Circle around, craft Magical Items, and in an emergency, to reestablish your lost Fortress.
The human player should make a point of brokering grey spells around with the AI rivals, for several good reasons:
- They can get them anyway...
- They might be willing to trade realm spells we cannot research, and...
- We can put these grey spells to more creative uses than they typically do.
Those spells which do not draw up power from a specific magical realm are deemed "Arcane." The full incantations are probably not scribbled in the margins of the colored spellbooks on the wizard's shelf. Arcane magic is more likely a natural offshoot of his training, entirely improvised. It opens the wizard's game with a singularly important event: the establishment of his Enchanted Fortress and its summoning circle.
The stronger arcane spells demand increasingly obscure techniques to develop and cast. The humble Dispel Magic merely draws upon a wizard's know-how in sustaining enchantments to sever those of his rivals. Whereas, the ability to Create Artifacts will test the limits of his specialized knowledge, technical ingenuity, and his ability to channel vast amounts of mana with finesse.
Finally, Arcane effects seem peculiarly tied to the wizard's level of insight into the mystical framework holding the game's universe together, with such disparate repercussions as Detect Magic, Awareness, Magic Spirit melding, and Summon Champion, as well as the Runemaster skill. For its part, the Spell of Mastery combines this with lore gained through research; the wider a wizard's spell knowledge, the easier it is to develop this final weapon and take full charge of the universe.
Realm Details Edit
The cost of the game's final spell is 60,000 minus half of the research values of all spells gathered, by any means, during the campaign (starting spells not included). Starting with 11 books also deducts 3,000.
Some grey magic effects can be approximated or surpassed by the spells in more exclusive realms. These are:
- Guardian Spirit - a beefed-up Magic Spirit
- Incarnation - summons a single-instance Champion
- Life Force, Tranquility - global oppressive effects as Disjunction vs. spells
- Word of Recall - generalized Recall Hero, for all units and possible overland usage
- Dispel Magic True - a triple-strength Dispel Magic
- Disenchant True - a triple-strength Disenchant Area
- Disjunction True - a triple-strength Disjunction
- Time Stop, Suppress Magic - global oppressive magic, as a miniaturized Spell of Mastery
- Move Fortress - relocates the Fortress in a less embarrassing manner than the Spell of Return
- Nature Awareness - total map Awareness
List of Arcane Spells Edit
|Create Artifact||Instant Spell||--||Special||--||--||1000|
|Detect Magic||Global Enchantment||--||200||--||3||400|
|Disenchant Area||Instant Spell||Map square||50||50||--||300|
|Dispel Magic||Instant Spell||Unit||--||10+||--||100|
|Disjunction||Instant Spell||Enemy global||200+||--||--||750|
|Enchant Item||Instant Spell||--||Special||--||--||450|
|Magic Spirit||Summoning Spell||--||30||--||1||n/a*|
|Recall Hero||Combat Instant||Friendly hero||--||20||--||350|
|Spell of Mastery||Instant Spell||--||5000||--||--||60000|
|Spell of Return||Instant Spell||Friendly city||1000||--||--||n/a*|
|Summon Champion||Summoning Spell||--||750||--||--||1250|
|Summon Hero||Summoning Spell||--||300||--||--||500|
|Summoning Circle||Instant Spell||Friendly city||50||--||--||150|
* All wizards receive these two spells for free.