Global Enchantment is a Spell Type, or category of spells in Master of Magic. Like all other enchantments, Global Enchantments are meant to have a persistent effect - lasting as long as the spell remains in play. The effect of a Global Enchantment however does not just apply to one specific unit or Town, but rather, affects for example, all units, all Towns, or all opponents; and can possibly even alter the very rules of the game.
All Global Enchantments must be cast on the overland map, and often have high Casting Costs appropriate for their all-encompassing strength. To maintain the enchantment, and thus its effect, a certain Upkeep Cost must also be paid in Mana at the start of each turn. Failure to pay this cost results in the Global Enchantment dissipating, usually taking all or part of its effects with it.
There are a total of 24 different Global Enchantments in Master of Magic spread across different Realms, and this is one of the few categories that also contains Arcane spells. The Life Realm is invested heavily into enchantments, and Globals are no different: it has no less than 7 of them, most of which apply beneficial effects to the Wizard's armies. Chaos also has an array of 5 Global Enchantments available, some of which are destructive to the entire game world and/or every other Wizard's assets.
Global Enchantments may be cancelled by their controller from the Magic Screen, whenever it is available. However, other Wizards need to utilize either Disjunction, Disjunction True, or Spell Binding to dismantle (or take over) another player's Global Enchantments. If Random Events are enabled in the game's settings, there is also one of these called Disjunction, which will instantly and automatically dispel all active Global Enchantments.
All Global Enchantments must be cast on the overland map, and only a handful of them have any effect at all during battles. The Casting Cost of these enchantments is usually very high; they are some of the most expensive spells in the game. Furthermore, each Global Enchantment requires an Upkeep Cost, to be paid in Mana, in order to remain in play. Failure to pay this Upkeep Cost due to a lack of Mana causes the enchantment to dissipate automatically.
Once a Global Enchantment has been cast, its name appears in the overland enchantments window of the Magic Screen, printed in the banner color of the Wizard who is currently in control of the spell. Due to the effect of Spell Binding, this may or may not be the original caster. However, it is always this player that can voluntarily cancel the enchantment, or has to pay its Upkeep Cost otherwise.
Multiple Instances Edit
Each Wizard may only have one instance of each Global Enchantment in effect at any time. One the other hand, two (or more) different Wizards can each control one instance of the same Global Enchantment simultaneously. For example, two different players can cast and maintain a Detect Magic spell at the same time - with each Wizard benefiting from the effect of their own spell -, but then neither of them can cast this spell again unless it is removed first, one way or another.
Note that for some Global Enchantments, having two instances of the spell in play at the same time is redundant - no change occurs if one of these is removed. Since this is not always intuitive, the following is a list of all Global Enchantments whose effects are not cumulative when cast by multiple Wizards:
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Getting Rid of Global Enchantments Edit
The owner of a Global Enchantment can voluntarily cancel it by opening the Magic Screen, and clicking on the spell's name in the overland enchantments window. This ends the spell after a confirmation dialog, and may or may not remove its effects as per the spell's specific rules. This is usually done in order to conserve Mana, as Global Enchantments tend to have rather high Upkeep Costs to reflect their all-encompassing effects.
In addition, Wizards may cast the Disjunction or Disjunction True spells in an attempt to remove a single Global Enchantment from play. However, the success of either of these spells is not guaranteed. While the "True" version is significantly more powerful, both are required to make a dispelling attempt before being able to dismantle the target enchantment. The chance of succeeding depends on the Mana invested into the disjunction, versus the Casting Cost of the Global Enchantment.
Stealing Global Enchantments Edit
Wizards wielding Sorcery magic may also gain access to a different approach: stealing a Global Enchantment from another Wizard! The Very Rare Spell Binding is designed to change the ownership of a Global Enchantment, so that the player casting Spell Binding will enjoy its benefits instead of the original Wizard.
Of course, once a Global Enchantment has been appropriated in this way, it can immediately be canceled by its new owner. This is effectively the same as dispelling the enchantment, except that Spell Binding's chance of failure is much smaller than that of any disjunction attempt, and is removed entirely starting with the Unofficial Patch 1.50. Naturally, the Global Enchantments listed above as not having a cumulative effect are only really worth stealing to either dismantle them, or to ensure that they remain in play regardless of the intentions and circumstances of their original caster.
Note that the new owner of the Global Enchantment must now pay its Upkeep Cost every turn in order to keep it in play. The previous owner may now also cast a new instance of the same Global Enchantment.
Global Enchantments vary wildly with regards to the effects they have on the game. However, one thing is common: they do not generally affect a specific asset, but rather, all assets of one specific kind; or alter the rules of the game in a way that applies to all opposing players.
Triggered Effects Edit
While most Global Enchantments have a continuous effect that is applied constantly, some require certain triggering events to activate. Therefore, the incentive to keep such a Global Enchantment in play is usually proportional to the frequency of situations in which the spell is useful. One of the simplest of these is the effect of Awareness, that reveals map tiles on which Towns have been created, but will do nothing if there are no new Cities being founded, and goes completely obsolete once the entire map has been explored.
Life Force, Tranquility, Nature's Wrath, and Evil Omens are all designed to hinder Wizards using certain specific Realms of magic, and will only ever do anything when spells of those corresponding Realms are being cast. Similarly, Suppress Magic would be completely ineffective against a player who only uses combat spells, although this is much less likely to actually happen in practice.
Some Global Enchantments only affect specific types of units. For example, Crusade, Holy Arms, and Doom Mastery are of little use to a Wizard relying primarily on Fantastic Units. The latter spell even requires the units to be recruited while the enchantment is being maintained. Chaos Surge is also really only helpful to a player investing into armies of Chaos- or Chaos Channeled units, and can even become a double-edged sword if any opponent is doing the same.
Eternal Night is slightly better in that it also triggers a negative effect when battling creatures of Life, in addition to bestowing benefits to Death- and Undead units. Finally, Wind Mastery typically requires either the caster, or their opponents, to use an abundance of Sailing ships to be truly worth keeping in play. It may be entirely useless on a Large landmass map.
Permanent and Temporary Effects Edit
The majority of Global Enchantments have persistent, but temporary effects. That is, if the spell is removed, so are all of its effects. However, there are also a few that have some sort of permanent effect, either by itself, or in addition to a temporary effect. In these cases, it can be important to know which effect will carry on without the spell, as it may not always be worth maintaining it for the temporary effect alone.
There are only four Global Enchantments with a real permanent effect, with two groups of two similar effects. Awareness and Nature Awareness are both scouting spells: the first reveals all Towns on both maps, while the second uncovers the entire maps. This can not be undone in the game, so any tiles revealed by either spell will remain visible to the player for the rest of the game. However, Awareness will only update on new Settlements while it is active (this is a temporary effect); and Nature Awareness similarly only enables the scouting of enemy units while it remains in play.
The other two spells relate to units. Doom Mastery, while active, will automatically mutate every Normal Unit created by its controller, as if the Chaos Channels spell was cast on the new unit. This is entirely permanent, and will not go away if the Global Enchantment is removed or cancelled. Similarly, any Zombies animated while a Zombie Mastery spell is in effect, will remain in play until destroyed or dismissed, regardless of wherher the enchantment is still active or not.
There are also a few Global Enchantments that are capable of damaging units or Town Buildings (Meteor Storm, Nature's Wrath), healing units (Herb Mastery), or causing Corruption or Volcanoes to appear randomly (Great Wasting, Armageddon). These effects could also be thought of as being permanent, and will not be undone with the enchantment itself.
In addition, Aura of Majesty has an Instant-like effect every time it is cast, that boosts relations with all other Wizards, in a way that won't be reversed by dispelling the enchantment. However, in this case, the effect goes away automatically with time, as relations are hardcoded to slowly gravitate towards pre-set values. The same is true for Volcanoes raised by Armageddon, except in this case the reverted tile will still always be a Mountain, which is not necessarily the same type that it originally was.
List of Global Enchantments Edit
The list below details each of the 24 Global Enchantments available in the game.
|Awareness||Arcane||--||500||3||700||Permanently reveals all rival and neutral Towns on both Planes.|
|Detect Magic||Arcane||--||200||3||400||Reveals which spells each rival is currently casting.|
|Charm of Life||Life||Very Rare||1250||10||6000||Each and every friendly unit receives either +25% or +1 bonus Hit Points}} - whichever is higher.|
|Crusade||Life||Very Rare||1100||10||4500||All friendly Normal Units and Heroes are one Experience level higher than normal.|
|Holy Arms||Life||Very Rare||900||10||2500||All friendly Normal Units and Heroes are constantly under the effect of a Holy Weapon spell.|
|Just Cause||Life||Common||150||3||160||The casting wizard receives +10 Fame, Unrest is reduced by 1.|
|Life Force||Life||Very Rare||1000||10||3500||Any Death spell cast by a rival wizard must face an automatic 500-strength dispelling attempt.|
|Planar Seal||Life||Uncommon||500||5||500||No units may cross from one Plane to the other in any way.|
|Tranquility||Life||Very Rare||1000||10||4000||Any Chaos spell cast by a rival wizard must face an automatic 500-strength dispelling attempt.|
|Herb Mastery||Nature||Very Rare||1000||10||4500||Heals each and every friendly unit to 100% health at the start of each turn.|
|Nature Awareness||Nature||Very Rare||800||7||2500||Permanently reveals all Terrain and Towns on both Planes, and shows all units while in effect.|
|Nature's Wrath||Nature||Very Rare||1250||10||6000||Any rival who casts a Death or Chaos spell is punished by devastating his Towns and damaging the units guarding them.|
|Aura of Majesty||Sorcery||Uncommon||400||5||740||Improves the caster's Diplomatic Relations with all other wizards by +1 per turn.|
|Suppress Magic||Sorcery||Very Rare||1250||50||5000||Attempts to dispel any spell cast by a rival on the overland map. Dispelling potency is 500.|
|Time Stop||Sorcery||Very Rare||1500||200||6000||Only Time Stop's caster may move his units - All other turn-based mechanisms are halted.|
|Wind Mastery||Sorcery||Uncommon||400||5||620||All friendly ships receive +50% Movement Allowance. All rival ships receive -50% Movement Allowance.|
|Armageddon||Chaos||Very Rare||1250||40||6000||Raises several Volcanoes at random locations on the overland map each turn.|
|Chaos Surge||Chaos||Very Rare||1000||40||3500||Bestows a +2 bonus to the Melee Attack, Ranged Attack and Fire Breath of every Chaos unit in the world.|
|Doom Mastery||Chaos||Very Rare||1100||15||4000||Every new Normal Unit you create is automatically enchanted with Chaos Channels.|
|Great Wasting||Chaos||Very Rare||1000||20||2500||Causes Corruption in 3-6 random overland tiles each turn.|
|Meteor Storm||Chaos||Very Rare||900||10||2250||Each turn, makes a Magical Fire Damage attack against any unit not inside a Town, and may also destroy town buildings.|
|Eternal Night||Death||Very Rare||1000||15||4000||All battles involving the caster's armies are automatically affected by Darkness.|
|Evil Omens||Death||Very Rare||1100||10||4500||The Casting Cost of all spells from the Nature and Life realm is increased by 50%.|
|Zombie Mastery||Death||Rare||800||40||1500||Any Normal Unit that falls in a battle involving the caster's armies will come back to life as an Undead unit at the end of combat.|