|Spell Type||Unit Enchantment|
|Grants the enchanted unit a +5 bonus when attempting to resist harmful effects.|
Resist Magic is a Common Unit Enchantment belonging to the Sorcery Magic realm. For 25 it may be cast on a unit on the overland map to give it an invisible +5 bonus, which applies whenever the unit is attempting to resist any magical effects. The spell must then be maintained with an Upkeep Cost of 1 per turn.
Alternatively, a cheaper version of the same spell may be cast for 5 during combat, in which case it will temporarily bestow the same bonus on a unit for the duration of the battle (with no permanent effects or upkeep costs).
Resistance Bonus Edit
Whenever the enchanted unit is required to make a Resistance roll in order to avoid an ill-effect originating from any spell or attack, it may do so with a bonus of +5.
This makes the unit much harder to affect with such spells, as it increases the chance of succeeding the Resistance roll.
Note that this bonus is invisible: the unit's Resistance score is not visibly altered, so it is important to check an enemy unit's details panel for the Resist Magic ability before deciding whether it would be a good idea to use ill effects against it.
Any unit brought up to 10 thanks to this bonus is immune to any spell effect that does not inflict its own penalties on Resistance scores. Units already possessing 10 or higher can be rendered totally immune even to the most powerful spell effects.
Note that this is not Magic Immunity: it does not protect the unit from direct damage from spells, nor from spell effects that do not allow any Resistance roll to begin with. Also, positive magic (such as additional Unit Enchantments) may still be cast on this unit. Resist Magic only helps repel negative spell effects.
Resist Magic may be cast during combat for the rather low Casting Cost of 5. In this case, the spell will only affect the targeted unit until the end of the battle - at which point it will dissipate.
Alternatively, Resist Magic may be cast on the overland map for a lasting effect. In this case it has a base Casting Cost of 25, and requires an Upkeep Cost of 1 per turn to maintain. Failure to pay this Upkeep Cost due to lack of Mana will cause the spell to dissipate. However, as long as the spell is paid for (and not dispelled by any rival Wizard), the unit continues to enjoy its bonus.
Like all other Unit Enchantments, Resist Magic must targeted at a friendly unit, whether in or out of combat. If the desired target is in an overland army stack, click on that stack to get a list of units inside it, and then select your desired unit.
If you've placed Resist Magic on a unit, you may remove it by examining the unit's details and clicking the Enchantment's icon. The primary reason to do this would be in order to remove the spell's Upkeep Cost, thus conserving Mana for other spells.
As a Common Sorcery spell, Resist 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 Resist 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.
Resist Magic has a base Research Cost of 20.
With at least 1 Spellbook, the Resist 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.
Resist Magic is useful when combating wizards who possess and often use Curses or other negative spells that require their targets to make a Resistance roll. It may also save a unit when fighting against monsters that inflict similar effects.
Known Bugs Edit
The in-game tooltip for Resist Magic indicates that it gives the unit +3 Resistance. This is incorrect: the actual bonus is +5 Resistance, as indicated in the Strategy Guide.