Combat Enchantment is a Spell Type, and a category of of spells, in Master of Magic. Like all other enchantments, Combat Enchantments are meant to have a persistent beneficial effect - lasting as long as the enchantment remains in play. However, unlike other enchantments, these spells are not maintained through the payment of an Upkeep Cost. Instead, they have a set duration that always lasts until the end of the current battle.
As their name suggests, all Combat Enchantments must be cast during combat. They often have high Casting Costs relative to other combat spells, as a result of their all-encompassing strength. Combat Enchantments never require a target, instead applying their effects to any valid targets on the battlefield as per the spell's specific rules.
Once a Combat Enchantment has been cast, a unique icon representing the spell's effect appears below its caster's name at the bottom of the combat screen. It will remain there as long as the spell is in play. It is possible for both opponents to cast the same Combat Enchantment, but each side can only have a single instance of each active at any one time.
There are a total of 15 different Combat Enchantments in Master of Magic, spread across the different Realms. About half of them provide benefits to the caster's own troops, while the othef half penalize the opposing forces one way or another - and a few do both at the same time. Death has the most Combat Enchantments, and although Nature and Chaos only have two each, three of these are quite powerful.
Combat Enchantments can only be cast during battles. They require no target, instead affecting all valid targets they can find on the battlefield, automatically. They are among the most expensive spells that can be cast in combat, apart from some Combat Instants that are also capable of affecting multiple targets. Naturally, some Combat Enchantments are cheaper than others, with effects that are somewhat less powerful.
Once a Combat Enchantment has been cast, its unique icon is added to the enchantment window at the bottom of the screen, below the name of the Wizard or group whose side has cast it. Enchantments on the left belong to the defending army, while those on the right are the attacker's. The icons can be right-clicked to bring up the context-based help entry detailing the spell's effect, but the enchantment can not be cancelled manually once it has been cast.
On the other hand, an opponent may use Disenchant Area or Disenchant True, if they know either, to attempt to remove all of a player's Combat Enchantments. Both of these spells will target each individual enchantment separately, with the chances of successfully dispelling them depending on the Casting Cost of the Combat Enchantment, versus the Mana invested into the disenchant.
Multiple Instances Edit
Each side on the battlefield may only have one instance of each Combat Enchantment in effect at any time. For example, if a Wizard has cast Black Prayer and it is still in effect, then neither them, nor their units, may use the spell again a second time unless it is dispelled by the opponent. One the other hand, both battling sides can each control one instance of the same Combat Enchantment simultaneously.
It's worth noting however, that for some Combat Enchantments, having two instances of the spell in play at the same time is redundant - no change occurs if one of them is removed, nor is it really meaningful to cast them if the opponent already has. These spells are Darkness, True Light, and Warp Reality: their effects are not cumulative, and they all affect friend and foe alike, as long as a unit meets the criteria for them to do so.
Combat Enchantments often have very different effects from one another. Four of them (Mass Invisibility, Metal Fires, Prayer, and High Prayer) enhance the units of their caster's side, while five (Black Prayer, Blur, Entangle, Mana Leak, and Terror) instead hinder the opposing units one way or another. The three mentioned above affect units on both sides based on whether they do or do not belong to a specific magical Realm, and there are also two (Call Lightning and Wrack) deal direct damage to the enemy army. Finally, Counter Magic attempts to fizzle opposing spells cast either by a Wizard or any spellcasting units.
In any case, all of these effects stop once the Combat Enchantment ends, either because the end of the battle is reached, or as a result of the enchantment being dispelled by the enemy. For the most part, this causes things to return to normal, although any damage that has been caused directly or indirectly by a Combat Enchantment does not dissipate when the spell is removed. It will remain - unless healed - just like any other combat damage.
List of Combat Enchantments Edit
The following list details all 15 Combat Enchantments available in the game.
|High Prayer||Life||Very Rare||60||1850||All friendly units receive +2, +2, +3, +10%, and +10%.|
|Prayer||Life||Uncommon||30||800||All friendly units receive +10%, +1, and +10%.|
|True Light||Life||Common||20||190||All Life units receive +1 to all Attack Strengths, Defense, and Resistance, while Death creatures get a -1 penalty to the same attributes.|
|Call Lightning||Nature||Very Rare||60||3000||Makes 3-5 Armor Piercing attacks with an Attack Strength of 8 against random enemies on the battlefield every turn.|
|Entangle||Nature||Very Rare||50||2250||Reduces the Movement Allowance of all opposing Walking and Swimming units on the battlefield by 1.|
|Blur||Sorcery||Uncommon||25||300||Attack damage of enemy units is reduced by roughly 10%.|
|Counter Magic||Sorcery||Common||10+||190||Attempts to counter any spell cast by the opposing side. The initial Dispel Strength can be boosted, but it decreases with every attempt.|
|Mass Invisibility||Sorcery||Very Rare||80||2500||All friendly units on the battlefield gain Invisibility, making them harder to detect and hit.|
|Metal Fires||Chaos||Rare||40||960||All friendly Normal Units and Heroes are affected with a weaker version of Flame Blade.|
|Warp Reality||Chaos||Rare||50||1500||All units that do not belong to the Chaos Realm suffer a penalty of -20%.|
|Black Prayer||Death||Uncommon||35||450||All enemy units receive a -1 penalty to all of their Attack Strengths and Defense, and a Resistance penalty of -2.|
|Darkness||Death||Common||25||250||All Death units receive +1 to all Attack Strengths, Defense, and Resistance, while Life creatures get a -1 penalty to the same attributes.|
|Mana Leak||Death||Common||20||220||Each combat turn, every enemy spell-caster (including the opponent Wizard) loses 5 or one point of ammunition.|
|Terror||Death||Common||20||190||Each turn, any enemy unit that fails to resist at -1 is unable to move, attack, or cast spells for a whole turn.|
|Wrack||Death||Rare||40||960||Each figure in every enemy unit must resist at +1 at the beginning of their turn, or else its unit suffers 1.|