"Global Enchantments" is a category of spells in Master of Magic. Like all other Enchantments, Global Enchantments are meant to have a permanent effect - lasting as long as the Enchantment 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, or all towns, or possibly even 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 Global Enchantment (and thus its effect), a certain Upkeep Cost must be paid in Mana at the start of each turn. Failure to pay the cost results in the Global Enchantment dissipating, and usually taking part or all of its permanent effects with it.
There is a total of 24 different Global Enchantments in Master of Magic, belonging to different Realms. The Life Realm specializes in these, having no less than 7 Global Enchantments, most of which have a beneficial effect applied to the wizard's own units. The Chaos Realm comes second, with an array of 5 Global Enchantments available, most of which are destructive to the game world and/or other wizards' assets.
Wizards can only get rid of an enemy's Global Enchantments by casting a Disjunction or Disjunction True spell. This is imperative in many cases, as Global Enchantments often confer a significant advantage to whomever casts them. Sorcery-wielding wizards may also be able to use Spell Binding to take control of an enemy's Global Enchantment.
All Global Enchantments must be cast on the overland map. Only a handful of them will have any effect during combat.
The Casting Cost of a Global Enchantment is usually very high; they are some of the most expensive spells in the game. Furthermore, each Global Enchantment requires an Upkeep Cost, paid in Mana, in order to stay in play. Failure to pay this Upkeep Cost due to lack of Mana causes the Global Enchantment to dissipate. This may also cause some or all of the spell's effects to vanish along with it.
Once a Global Enchantment has been cast, its name appears in the "Magic" screen. The color of the name indicates the wizard controlling this spell. This is usually the spell's caster - though Spell Binding can cause a Global Enchantment to become owned by a different wizard than the one who cast it.
Multiple Instances Edit
Each wizard may only have one instance of each Global Enchantment in effect at any time. For example, a wizard who's cast Detect Magic may not cast it a second time unless the spell is removed (canceled, or dispelled by an enemy wizard).
One the other hand, two (or more) different wizards can each control one instance of the same Global Enchantment simultaneously. For example, two different wizards can cast and keep a Detect Magic spell in place at the same time - with each wizard benefiting from the effect of his own spell.
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 instances is removed. For example, two instances of Evil Omens have the same effect as one instance.
Getting Rid of Global Enchantments Edit
The owner of a Global Enchantment can voluntarily cancel it, by visiting the "Magic" window and clicking on the spell's name. This ends the spell immediately, and may or may not remove its effects as per the spell's specific rules.
This is usually done in order to conserve Mana. Global Enchantments tend to suck in a lot of Mana to pay their Upkeep Costs, so a wizard pressed for Mana may prefer removing one in order to make Mana available for other spells - or simply to avoid running out of Mana.
Any wizard may cast the Disjunction spell in an attempt to remove an opponent's Global Enchantment. Disjunction's chance of success at this depends on the Casting Cost of the Global Enchantment it is trying to remove, as well as the amount of extra Mana invested in the Disjunction's own Casting Cost. In other words, the more Mana is spent on casting this spell, the more likely it is to succeed.
Stealing Global Enchantments Edit
Some Sorcery-wielding wizards can also try a different approach: stealing a Global Enchantment from another wizard, using Spell Binding.
Note that some Global Enchantments work the same regardless of who controls them - their benefits do not apply only to the owner of the spell - so casting Spell Binding on these enchantments would be wasteful.
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 Disjuncting the enchantment, except there is no way to fail a Spell Binding attempt, making this a fool-proof way of getting rid of a powerful enemy enchantment.
Note that the new owner of the Global Enchantment must now pay its Upkeep Costs every turn in order to keep it in play. Also, note that the previous owner may now cast a new instance of the same Global Enchantment, if he wishes it.
Like all other spells, Global Enchantments vary wildly between them with regards to the effects they have on the game. However one thing is common: they do not affect a specific asset, but rather all assets of one specific kind, or possibly even the rules of the game itself.
Many Global Enchantments affect "all friendly units" or "all friendly towns" (friendly meaning the spell's owner's assets). Others will affect all units of one specific category or Realm. Others yet will directly affect the wizard himself, or a rival wizard. A few affect the terrain of either or both planes. Some Global Enchantments affect spell-casting, such as the Casting Cost of specific spells or even the ability to cast them at all.
While most Global Enchantments have a continuous effect that is felt constantly, others do nothing unless triggered by a certain event. For example, the Chaos Surge spell gives a constant bonus to the combat properties of all Chaos Realm units; this bonus remains in play as long as the spell is in effect, and will go away entirely if the spell is removed. In contrast, the Life Force spell has no effect at all until a rival wizard attempts to cast a Death Realm spell - in which case Life Force leaps into action and attempts to block that spell.
Therefore, the incentive to keep a Global Enchantment in play (by paying its Upkeep Costs) is usually proportional to the frequency of situations in which this spell is useful. Returning to the example above, Life Force is useless if there are no enemy Death-wielding wizards, and may or may not be useful if one rival occasionally casts Death spells. It is generally agreed, however, that a Global Enchantment should be kept in play if there's any use for it - barring extreme lack of Mana.
Permanent and Temporary Effects Edit
A Global Enchantment may have either a temporary effect, a permanent effect, or both. This mainly determines what happens to these effects when/if the spell is removed from play.
A good example of a temporary effect is, again, the Chaos Surge spell, which gives bonuses to all Chaos Realm creatures. The bonus is applied to the units as soon as Chaos Surge is cast, and will remain there constantly while the spell is in effect. However, the moment Chaos Surge is removed from play, the bonus disappears immediately - having no further effect on the Chaos units at all.
The Awareness spell is a good example of the exact reverse: a spell whose effects do not really go away when the spell is removed. Awareness reveals the location of all rival and neutral towns on the map the moment it is cast. If the spell is removed, those towns remain visible! The only reason to keep Awareness in effect is because it will reveal the location of new towns established while it is active.
Knowing whether a Global Enchantment's effects are temporary or permanent is important for deciding whether to keep paying for it.
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.|