|Spell Type||Combat Instant|
|Combat Casting Cost||10 + up to 40|
|Attempts to dispel all spells cast by rival wizards from the targeted unit.|
|Dispel Magic True|
|Spell Type||Combat Instant|
|Combat Casting Cost||10 + up to 40|
Same as Dispel Magic, and also:
|As of Master of Magic v1.31, Dispel Magic is known to be malfunctioning in at least one way. Please read the Known Bugs section below.|
- Dispel Magic True redirects here - this article details Dispel Magic's effects and usage. The article notes any point in which Dispel Magic True behaves differently than the basic spell. Please heed the notes.
Dispel Magic and Dispel Magic True are a pair of similar spells performing nearly the same function. They have several important differences, outlined below. Both spells are intended to allow removing ("dispelling") all enemy spells currently affecting a specific, targeted unit.
- Dispel Magic is a Combat Instant from the Arcane Magic realm.
- Dispel Magic can only be cast During battle, and has a basic Casting Cost of 10. The spell must be targeted at a unit on the battlefield, whereupon it will attempt to remove any enemy-owned Unit Enchantments and/or Unit Curses from the targeted unit.
- Dispel Magic makes a separate attempt at each enemy spell, so it can remove none, some, or all of these enemy spells. The degree of success is partly random, but it is also partly based on the Casting Cost of Dispel Magic itself.
- Fortunately, Dispel Magic's success rate can be increased by putting more Mana into it during casting. As a result, the spell costs more, but also has better chances of success. Up to an extra 40 may be invested into the spell for this purpose.
Dispel Magic True
- Dispel Magic True is largely identical to Dispel Magic, having the same Casting Costs and the same effects.
- However, Dispel Magic True is significantly stronger: For the purpose of determining its potency, Dispel Magic True is considered as having a Casting Cost that's three times higher than the amount of Mana that was actually paid for casting it.
- As a result, for no additional Mana the spell is far more likely to work, and also more likely to dispel much stronger enemy spells. When cast at full strength (for a total of 50) it has high chances of dispelling almost anything.
- Note: This article refers mainly to Dispel Magic. It then proceeds to explain how Dispel Magic True is different - but only if there is any difference to mention. Everything else pertains to both spells equally.
Dispel Magic attempts to dispel some or all of the Unit Enchantments and Curses currently affecting a single unit. It has a certain chance of success dispelling each enchantment it finds, which is based on several factors. Dispel Magic only attacks spells cast by other wizards; it will never dispel its caster's own spells.
Targeted Spells Edit
Each of these "targeted spells" is then subjected to a separate dispelling attempt. Any spell that fails to withstand the attempt dissipates permanently.
Dispel Magic has a different chance of succeeding in each attempt. This is called its "Potency". Potency is calculated through a simple formula which combines two important factors:
Potency = (DMCC / (DMCC + TSCC)) * 100
"DMCC" here represents the total amount of Mana spent on casting Dispel Magic. As explained earlier, this is anywhere between 10 and 50, and is subject to the discretion of the casting wizard. "TSCC" represents the Casting Cost of the spell being targeted for dispelling.
The result of the formula is the exact chance, in percentage, that Dispel Magic has of successfully dispelling the targeted enemy spell.
Potency (Dispel Magic True) Edit
- Dispel Magic True has one major advantage over Dispel Magic: The formula that calculates its Potency is skewed in order to make it significantly stronger.
- When calculating Dispel Magic True's potency, the game uses the following formula:
Potency = ((DMCC * 3) / ((DMCC * 3) + TSCC)) * 100
- "DMCC" again total amount of Mana spent on casting Dispel Magic. As with Dispel Magic, this is anywhere between 10 and 50.
- However as you can see, this amount is being multiplied by 3 wherever it appears. The result is that the spell's Potency is increased significantly over Dispel Magic. Extra Mana placed into this spell is also three times more effective in making it stronger.
The Dispelling Attempt Edit
After calculating Potency, the game rolls a random number between 1 and 100. If the it rolls lower than the Potency value above, the targeted spell disappears immediately.
There is no limit to the number of enemy spells that Dispel Magic may remove from the target unit. It is possible to completely dispel all enchantments with one casting of this spell, fail to dispel any of them, or anything in between. Dispel Magic can be cast again later, if necessary, in order to remove additional spells.
Below are some examples of Dispel Magic and Dispel Magic True at work.
Example #1 Edit
Example #2 Edit
Dispel Magic may only be cast during combat. It must be targeted at a unit, whether friendly or enemy. If the target unit has no Unit Enchantments or Unit Curses affecting it at the moment, nothing occurs and the Casting Cost of Dispel Magic is entirely wasted.
Dispel Magic has a base Casting Cost of 10. The casting Wizard may add up to 40 to this spell, but no more than the amount remaining in her Mana pool or her remaining Spell Casting Skill for this battle. Each point of Mana added increases the potency of Dispel Magic, as explained above.
Once the spell is targeted and cast, a blue blaze will shoot up from the ground underneath the target unit. For each enemy spell removed by Dispel Magic, the game will create one pop-up message indicating its name.
Any dispelled Enchantment or Curse is removed entirely. It does not reappear after combat - it is completely gone.
Dispel Magic and Dispel Magic True belong to different Magical Realms. While Dispel Magic is potentially available to every wizard, Dispel Magic True is available only to Sorcery-wielding wizards. For this reason, acquisition of the two spells is very different.
Acquiring Dispel Magic Edit
Dispel Magic is an Arcane spell, and so will eventually become available to any wizard regardless of how many Spellbooks he or she possesses. However, before the spell can be cast it must first be Researched. Dispel Magic's Research Cost is 100.
Acquiring Dispel Magic True Edit
Dispel Magic True, on the other hand, is a Common Sorcery spell, which means that it may only become available to any Wizard who possesses at least one Sorcery Spellbook. 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 Dispel Magic True 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.
Dispel Magic True has a base Research Cost of 40.
With at least 1 Spellbook, the Dispel Magic True 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.
Dispel Magic has two primary purposes: to remove Unit Enchantments from enemy units, and to remove Unit Curses from friendly units. In this sense it is both a useful tool against opponents that keep buffing-up their units, and against those that keep cursing yours.
There are several spells that perform the same basic function, and unfortunately Dispel Magic is the weakest. This is mainly due to its low Casting Cost. It's cheap to cast, but the dispelling potency is usually too low to give consistent results. Dispel Magic may often dispel the weakest spells, but will have trouble getting rid of any serious ones.
Another problem is that Dispel Magic only affects a single unit. Repeated castings of this spell are necessary to remove spells from several units. Furthermore, Dispel Magic can only be cast during combat, which can sometimes be a problem.
For these reasons, many players will switch to using the more powerful Disenchant Area spell. It can affect several units simultaneously, works on the overland map, and has a much-higher dispelling potency.
Of course, Dispel Magic still remains useful even once Disenchant Area is acquired. Its cheaper costs mean that it can be cast to specifically remove weaker or fewer enchantments, not having to spend 50 to do the job. These opportunities appear mostly during the early game, when Dispel Magic is your only option, but it's good to still have that option in late-game battles.
Dispel Magic True Strategy Edit
Both spells' Casting Costs are identical, and Dispel Magic True's effect is significantly stronger. It is also easier to Research, so many Sorcery-wielding players may want to skip researching Dispel Magic altogether.
Dispel Magic True provides a much stronger alternative for Disenchant Area, since despite its low Casting Cost it is a very powerful spell. In fact, when only one unit on the battlefield is enchanted, you would need to pay 150 for Disenchant Area in order to match Dispel Magic True's performance at its own maximum cost ( 50). Of course, the more enchanted/cursed units there are on the battlefield, the more incentive there is to cast Disenchant Area - which can clear all of them at once.
Note however that Sorcery-wielding wizards may end up also acquiring the Disenchant True spell. As explained above with the basic Dispel Magic and the basic Disenchant Area, Disenchant True can easily render Dispel Magic True obsolete during the later game.
Known Bugs Edit
Dispel Magic and Dispel Magic True are bugged in more than one way.
Heroes Target the Wrong Spells Edit
If a Hero uses either Dispel Magic or Dispel Magic True at a target on the battlefield, he/she will attempt to dispel your own spells on that unit (if any), instead of the opponent's spells.
Buggy Interaction with Certain Spells Edit
Dispel Magic and Dispel Magic True show strange behaviour when dispelling or attempting to dispel certain spells, as listed in the table below:
| Mind Storm|
|Dispelling these Unit Curses has always a 100% success rate. Note that the following bug may make this bug null and void for unit curses that change control over a unit.|
|These spells can only be dispelled by the current controller of the unit, and do not cause the unit's controller to revert to its original owner when dispelled. This is particularly relevant to Confusion, since it tends to change control of the unit at random each turn.|
| Guardian Wind|
Magic Immunity (Spell)
|Even if these enchantments are successfully dispelled, their corresponding effects will remain until the end of combat.|
|Invulnerability||This enchantment cannot be dispelled, whether in combat or overland. There is no way to remove this spell from an enemy unit.|
| Metal Fires|
|These enchantments will still negate the effect of Weapon Immunity after they are dispelled. (Note that Holy Weapon doesn't work at all if cast during combat, in which case there is no need to dispel it.)|
| Wind Walking (Spell) |
|There are several Unit Enchantments that can't be cast in combat. These spells are harder to dispel than they should be. They behave as if they would be 5 times as costly in the calculation of dispel chances.|
| Guardian Wind |
Cloak of Fear
|There seems to be a bug regarding dispelling unit enchantments that belong to the first 4 digits of the corresponding variable. When reentering a certain combat (save & load), there's been a 100% chance to dispel these enchantments, but only if another unit enchantment was present on the same unit with an offset of a multiple of 4 bits (Black Channels, Water Walking, Iron Skin, Wind Walking, Flame Blade, Heroism and Planar Travel in case of Immolation). If this bug happens or not depends on other factors as well.|
|Web||Heroes wearing a piece of Jewelry granting Flight, as well as units naturally possessing Flight, will stay bound to the ground for the rest of the combat after becoming Webbed, even if the web is dispelled. Only units enchanted with the Flight spell will get back their ability to fly when Web is dispelled.|
|Spell Lock||A Spell Lock that's cast during combat doesn't protect other enchantments from being dispelled. If the Spell Lock was cast overland, it works as intended in combat, but the game forgets to display a message when the Spell Lock is dispelled.|