|Spell Type||Combat Enchantment|
|Combat Cost||10 + up to 40|
Any spell cast by the opponent or his/her units must roll against Counter Magic's current potency or be dispelled.Each attempt by the enemy to cast any spell - successfully or otherwise - reduces Counter Magic's potency by 5.
|As of Master of Magic v1.31, Counter Magic is known to be malfunctioning in at least one way. Please read the Known Bugs section below.|
Counter Magic is a Common Combat Enchantment belonging to the Sorcery Magic realm. It may only be cast during combat, for the base Casting Cost of 10 plus up to 40 additional Mana determined by the caster. As long as Counter Magic is in effect, it will automatically try to counter any enemy attempts at spellcasting. Each spell being cast by the enemy Wizard or his units must roll against Counter Magic's current potency, and failure means that the spell fizzles and has no effect.
Each spell cast by the opponents, whether successfully or otherwise, reduces Counter Magic's potency by 5 points. If Counter Magic reaches a potency of 0, it is removed automatically.
Counter Magic automatically attempts to counter any enemy combat spellcasting. Its dispelling power decreases with each such attempt.
Countering Enemy Magic Edit
When Counter Magic is in effect over the battlefield, it will automatically attempt to counter any spell being cast by the opposing wizard or any enemy unit.
Each time an enemy spell is being cast, the game rolls against Counter Magic's current potency to see whether the enemy spell is blocked.
Upon the first attempt to block an enemy spell, Counter Magic's dispelling potency is calculated as follows:
Potency = ((CMCC) / (CMCC + TSCC)) * 100
Where CMCC is the total original casting cost of Counter Magic (including any extra Mana placed into it by its caster), and TSCC is the total casting cost of the spell the enemy is currently attempting to cast.
The game rolls a random number between 1 and 100 for the spell being cast. If the roll is equal to or less than the Potency calculated above, the enemy spell fizzles, having no effect at all except wasting Mana and spell casting skill for its caster as appropriate. If the random roll is higher than the potency, the enemy's spell is cast successfully despite the Counter Magic.
Each time such a roll is performed, whether it is successful or not, Counter Magic's effective Casting Cost ("CMCC" in the formula above) is decreased by a flat -5, making the next roll easier for the opponent, and thus making it easier to cast spells without fizzling.
Counter Magic will only trigger against spells cast by the opponent. The wizard controlling Counter Magic may continue casting spells freely - he will not be blocked by his own Counter Magic!
- We cast Counter Magic with its maximum allowed Casting Cost of 50 (the basic 10 plus an extra 40 paid).
- The enemy then attempts repeatedly to cast a combat spell with a Casting Cost of 20.
- On the enemy's first attempt to cast the spell, Counter Magic's potency is calculated as follows:
Potency = (50 / (50+20)) * 100 = (50 / 70) * 100 = 0.71 * 100 = 71%
- The enemy spell must roll 72 or higher (on a roll of 1 to 100) in order to get past Counter Magic's dispelling effect.
- Whether or not the enemy's spell got through, Counter Magic's effective Casting Cost is reduced by -5 for the purposes of determining potency.
- Therefore, on the enemy's second attempt to cast the same spell, potency is calculated as follows:
Potency = ((50-5) / ((50-5)+20)) * 100 = (45 / 65) * 100 = 0.69 * 100 = 69%
- The chance for the enemy's spell to fizzle is now 69%, slightly lower than before. Counter Magic's effective Casting Cost is then reduced by another -5.
- On the third attempt:
Potency = ((50-10) / ((50-10)+20)) * 100 = (40 / 60) * 100 = 0.66 * 100 = 66%
- And so on.
- On the tenth (and final) attempt to block any enemy spell, potency is calculated as follows:
Potency = ((50-45) / ((50-45)+20)) * 100 = (5 / 25) * 100 = 0.2 * 100 = 20%
- After this attempt at blocking an enemy spell, Counter Magic's effective Casting Cost would equal 0, whereupon it is automatically removed from the battlefield due to having no dispelling potency remaining.
Counter Magic may only be cast during combat. It has a base Casting Cost of 10. The casting Wizard may add more Mana to this spell, as many as she can afford given the remaining amount of Mana in her Mana pool or her remaining Spell Casting Skill for this battle - whichever is lowest. No more than 40 may be added to this spell under any circumstances.
Each point of Mana added increases the initial potency of Counter Magic, as explained above. It also prolongs the lasting power of Counter Magic, since its potency will decrease with each spell the enemy attempts to cast.
If at any point Counter Magic's effective Casting Cost reaches 0, it is automatically removed from the battlefield as it has no remaining potency to block enemy spells. Otherwise, Counter Magic will last until the end of combat.
If any enemy spell is blocked by Counter Magic, you will receive an on-screen box announcing the spell's name. Whoever cast that spell will have lost the Mana and Spell Casting Skill spent on the attempted casting, with the spell having no effect on the battlefield - except in reducing Counter Magic's potency against the next spell, as explained above.
As a Common Sorcery spell, Counter Magic may become available to any Wizard who possesses at least one Sorcery Spellbook. However, its availability during the game is not guaranteed unless the Wizard acquires at least 7 Spellbooks.
Customized Wizards possessing up to 10 Spellbooks at creation time may choose this spell as one of their default spells before starting the game, in which case the spell will already be researched and available for casting immediately on the first turn. Wizards with 11 Spellbooks are guaranteed to have this spell available for casting as soon as the game begins.
Wizards with 6 or fewer Spellbooks who have not chosen Counter Magic as a guaranteed spell have a random chance of being able to Research it. The chance for this spell to appear increases with the number of Sorcery Spellbooks the Wizard possesses or obtains during gameplay. With 7-10 Spellbooks, the spell is guaranteed to appear for Research if it is not already available for casting.
Counter Magic has a base Research Cost of 190.
With at least 1 Spellbook, the Counter Magic 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.
Counter Magic is a surprisingly useful way of preventing an enemy wizard or unit from casting spells during battle. This can cripple any wizard who relying on powerful magics rather than powerful combat units, and reduce harm to Counter Magic's controller's own units as a result of enemy direct-damage spells or Curses.
Known Bugs Edit
According to Counter Magic's description, each attempt to counter a spell - successfully or not - should reduce Counter Magic's potency (strength) by 5 points. This is actually true for spells cast by Heroes and other spell casting units. However for spells cast by a Wizard, Counter Magic's potency is reduced by 5 points, only if the spell can't be countered. This makes Counter Magic with a high initial potency extremely effective because it will counter most cheaper spells whereas its potency isn't reduced for each successful counter (at least, if the cheaper spell was cast by an enemy wizard). This bug was fixed in the unofficial patch 1.40.
The aforementioned bug may also have a strange side effect, namely the disappearance of certain Global Enchantments. If a Global Enchantment can disappear depends on its type, whether it was cast by the defending side (top left) or attacking side (bottom right) and the "Range" multiplicator (used mana per invested casting skill): defender's Warp Reality for x 0.5 multiplicator, attacker's Metal Fires for x 1.0 multiplicator, defender's High Prayer for x 1.5 multiplicator and defender's Entangle for x 2.5 multiplicator. It doesn't matter which side casts Counter Magic as long as it counters the spell cast by a Wizard (not spellcasting unit) whose range multiplicator matches the mentioned value. Note that another pair is the attacker's Counter Magic for x 2.0 multiplicator. In this case the global enchantment will not disappear; its potency will be reduced by 5 points instead. So, if the attacking side casts Counter Magic and the defending side has a x 2.0 multiplicator, each countered spell cast by the defending side will draw 5 points of the Counter Magic's potency which is indeed the intended behaviour (a rare situation where the aforementioned bug doesn't occur). However, if both sides cast Counter Magic and the attacking side has a x 2.0 range multiplicator, each countered spell cast by the attacking Wizard will target the potency of his own Counter Magic. This side effect will not occur in version 1.40 or later because the original bug is fixed there.
Spells cast by Wizards can receive a percental Casting Cost Reduction, e.g. if the wizard possesses lots of Spellbooks in the spell's magical Realm. In this case, Counter Magic will use a spell's reduced casting cost to calculate the chances to counter that spell. So, if a wizard receives a discount for a spell, that spell not only costs less Spell Casting Skill and Mana to cast, it can be also countered more easily. This stands a bit in contrast to how Dispel Magic behaves because Dispel Magic's success rate only depends on the spell's original casting cost (without discount). This behaviour is present in every version whereas its effect is more significant in version 1.31 because of the aforementioned bug.
Another questionable behaviour is how the game handles Runemaster retort in combination with Counter Magic. Runemaster will have no effect; it will neither increase the potency of the Wizard's own Counter Magic spell nor will it decrease the success rates of the opponent's Counter Magic attempts (against the wizard's spells). However, Archmage as well as the Masteries in Nature, Chaos and Sorcery do the latter (masteries only if applicable, i.e. when spell and mastery match in realm).
Counter Magic is a spell where through a slider additional casting skill can be invested to increase its power (chargeable spells). Those spells suffer from 2 further bugs: If such a spell is embedded into a Magical Item via Spell Charges (Item Power), a hero using that spell charge will not draw any extra casting skill for increasing its power. So, a hero using a Counter Magic spell charge can utilize the Counter Magic's full power without losing any casting skill. Also, Master of Magic forgets to include a spell's base casting cost when trying to calculate how much extra casting skill the AI can invest in a chargeable spell. So, if an AI wizard or a spellcasting unit controlled by the AI has not many casting skill left in battle, then it may use more casting skill than its remaining casting skill would indicate. In case of Counter Magic it means, that the AI may invest up to 10 more casting skill than it should be able to. The latter bug was fixed in the unofficial patch 1.50.