Sorcery Quick Reference | ||||||
Summoning | Unit Enchantment |
City Enchantment |
Global Enchantment |
Combat | Special | |
| ||||||
Common | Floating Island Effects: Summoning Target: one map square Research Cost: 60 Casting Cost: 50 mana Upkeep: 5 mana/turn Summons an apparently solid cloud to any visible ocean map square of a wizard's choice. This thick body of vapors can carry up to eight units across water and moves at a speed of two map squares/turn. Phantom Warriors Effects: Summoning Target: n/a Research Cost: 100 Casting Cost: 10 mana Upkeep: none Summons a group of illusory phantom warriors and binds them to the will of the wizard. The phantoms attack with illusory weapons that completely ignore the effects of armor. When combat ends, the phantom warriors disappear. Nagas Effects: Summoning Target: n/a Research Cost: 220 Casting Cost: 100 mana Upkeep: 2 mana/turn Summons a pair of trident-wielding nagas. These swimming creatures spit poison at their foes during combat. |
Resist Magic Effects: Unit Enchantment Target: one unit Research Cost: 20 Casting Cost: 5/15 mana Upkeep: 1 mana/turn Adds 5 to all resistance rolls versus magic. Guardian Wind Effects: Unit Enchantment Target: one unit Research Cost: 80 Casting Cost: 10/50 mana Upkeep: 2 mana/turn Surrounds the unit with a magically protective wall of air, making the unit almost totally immune to arrow and sling attacks. |
Dispel Magic True Effects: Instant Combat Target: n/a Research Cost: 40 Casting Cost: 10+ mana Upkeep: none A stronger version of the arcane Dispel Magic. Every point of mana spent on casting this spell counts as three for the purposes of dispelling the target unit's enchantments. Confusion Effects: Unit Enchantment Target: enemy unit Research Cost: 130 Casting Cost: 15 mana Upkeep: none Attempts to disorient a target unit. A confused unit does not recover (unless disenchanted) until after combat ends. Every turn the confused unit randomly does one of the following: stand around and do nothing, move randomly, attack allies, or attack enemies. Counter Magic Effects: Combat Enchantment Target: n/a Research Cost: 190 Casting Cost: 10+ mana Upkeep: none Creates a reserve of counter magic power which resists all spells cast by an opponent wizard as if you had cast an equally-strong dispel magic. Each spell casting attempt by the opposing wizard reduces the strength of the counter magic reserve by five mana. Psionic Blast Effects: Instant Combat Target: enemy unit Research Cost: 250 Casting Cost: 10+ mana Upkeep: none Targets a unit with an intensely damaging stream of mental energy. This strength 5 non-physical attack can be increased by one per every two extra mana points spent on the spell. |
Word of Recall Effects: Instant Target: one friendly unit Research Cost: 160 Casting Cost: 20 mana Upkeep: none Transports a target friendly unit back to a wizard's summoning circle. If there is no space in the city for the recalled unit, one of the units already occupying the city square is displaced to a neighboring land square. | ||
| ||||||
Uncommon | Phantom Beast Effects: Summoning Target: n/a Research Cost: 800 Casting Cost: 35 mana Upkeep: none Summons an illusory phantom beast. A beast only appears if a battle is on land and if there are fewer than nine units already fighting for the wizard. The phantom beast is immune to all forms of death magic and disappears when combat ends. |
Spell Lock Effects: Unit Enchantment Target: one unit Research Cost: 450 Casting Cost: 20/100 mana Upkeep: 1 mana/turn Prevents a target unit's positive enchantments from being dispelled. If the target unit is a summoned creature, spell lock also protects the bonds that tie it to the controlling wizard. Spell lock must be dispelled (resistance of 150) before any further enchantments can be removed from the creature or unit. Flight Effects: Unit Enchantment Target: one unit Research Cost: 560 Casting Cost: 25/125 mana Upkeep: 3 mana/turn Bestows the power of flight upon a target unit. |
Wind Mastery Effects: Global Enchantment Target: n/a Research Cost: 620 Casting Cost: 400 mana Upkeep: 5 mana/turn Doubles the speed of all ships and sky masters controlled by a wizard, and halves the speed of all others. Aura of Majesty Effects: Global Enchantment Target: n/a Research Cost: 740 Casting Cost: 400 mana Upkeep: 5 mana/turn Hoodwinks all enemy wizards into liking the casting wizard. Each turn the spell is in effect, relations are shifted by +1 diplomatic point on a scale of -100 to +100. |
Blur Effects: Combat Enchantment Target: n/a Research Cost: 300 Casting Cost: 25 mana Upkeep: none Blurs the outline of all friendly units making them more difficult to hit. There is a 10% chance that each point of damage done to the target unit will miss. Vertigo Effects: Unit Enchantment Target: enemy unit Research Cost: 400 Casting Cost: 25 mana Upkeep: none If a targeted unit fails to resist, it suffers a penalty to hit of 2 (i.e., it has a -20% chance to hit) and has more trouble defending than usual (lose 1 shield). |
Disenchant True Effects: Instant Target: map square Research Cost: 350 Casting Cost: 50+ mana Upkeep: none A much stronger version of Disenchant Area, with triple the chance of removing target enchantments (each point of mana spent casting the spell counts as three for the purposes of dispelling a target unit's enchantment). Enchant Road Effects: Instant Target: 5 x 5 map area Research Cost: 500 Casting Cost: 100 mana Upkeep: none Makes all roads within two map squares of the targeted area cost no movement points to travel over for corporeal units. Note that all roads on Myrror are automatically enchanted. Spell Blast Effects: Instant Target: opponent wizard Research Cost: 680 Casting Cost: 50+ mana Upkeep: none Attempts to counter an enemy wizard's spell as it is being cast. When spell blast takes effect, a wizard must expend as much of his or her own magic power (from mana reserves) as the enemy wizard has spent on the opposing spell to blast that spell out of existence. If a wizard does not have enough mana to match his target, spell blast fails. | |
| ||||||
Rare | Storm Giant Effects: Summoning Target: n/a Research Cost: 1200 Casting Cost: 500 mana Upkeep: 10 mana/turn Summons a lightning bolt-wielding storm giant. Storm giants not only hurl vicious lightning bolts over long distances, they also use lightning bolts when fighting hand-to-hand with their enemies. Air Elemental Effects: Summoning Target: n/a Research Cost: 1300 Casting Cost: 50 mana Upkeep: none Summons an invisible, flying air elemental during battle. The creature disappears when combat ends. Note that a wizard must have fewer than nine units in a battle to summon this creature. |
Invisibility Effects: Unit Enchantment Target: one unit Research Cost: 960 Casting Cost: 35/175 mana Upkeep: 10 mana/turn Renders the unit invisible to all units, except those Immune to Illusion and those that have True Sight. In combat, the unit becomes visible when adjacent to an enemy unit, but still penalizes the to hit roll of enemy units by -1. Wind Walking Effects: Unit Enchantment Target: one unit Research Cost: 1040 Casting Cost: 250 mana Upkeep: 10 mana/turn Allows the enchanted unit and all units in its stack to fly (with a speed of 3) on the overland map. Does not work in combat. Magic Immunity Effects: Unit Enchantment Target: one unit Research Cost: 1600 Casting Cost: 50/250 mana Upkeep: 5 mana/turn Makes a target unit completely immune to all magic spells and spell-like effects. It also gives the unit immunity to breath and gaze attacks. Finally, the unit is almost completely immune to all magical ranged attacks. |
Banish Effects: Instant Combat Target: one fantastic unit Research Cost: 1120 Casting Cost: 20+ mana Upkeep: none Destroys the magical bond that keeps a fantastic unit with its controlling magician. Each figure within the unit must resist at -3 or be returned whence they were summoned. Every additional 15 mana lowers the targets' resistance by one. Mind Storm Effects: Unit Enchantment Target: enemy unit Research Cost: 1400 Casting Cost: 35 mana Upkeep: none Causes intense mental anguish to the creature(s) in a target enemy unit. Unable to concentrate, the creatures automatically (with no chance to resist) lose 5 to all of their melee, thrown and ranged attack strengths, defense and resistance. This spell does not affect units that have Immunity to Illusions. Haste Effects: Unit Enchantment Target: one unit Research Cost: 1700 Casting Cost: 50 mana Upkeep: none Doubles the movement (speed) and number of attacks (both melee and ranged) of a target unit. The target unit becomes so fast that it even counterattacks (when defending during melee combat) twice. |
Disjunction True Effects: Instant Target: one global enchantment Research Cost: 880 Casting Cost: 200+ mana Upkeep: none Equivalent to a very strong version of the arcane magic Disjunction, with triple the chance of success. Each mana spent on casting this spell counts as three for the purposes of dispelling the target global enchantment. Stasis Effects: Instant Target: one map square Research Cost: 1500 Casting Cost: 250 mana Upkeep: none Paralyzes all enemy units in a target square for a minimum of one turn. After the first turn a unit passes in stasis, it has one opportunity per turn to free itself by successfully resisting (at a penalty of 5 to resistance) the stasis field. | ||
| ||||||
Very Rare | Djinn Effects: Summoning Target: n/a Research Cost: 1850 Casting Cost: 650 mana Upkeep: 17 mana/turn Summons a djinn. This powerful, flying being can hurl ranged magic attacks at its opponents and is capable of casting up to 20 spell points of sorcery magic during every combat. Sky Drake Effects: Summoning Target: n/a Research Cost: 4500 Casting Cost: 1000 mana Upkeep: 25 mana/turn Summons a fierce, lightning-breathing wind dragon from the realm of air. The powerful sky drake is immune to magic and illusions. Its lightning breath can easily vaporize most opponents. |
Spell Ward Effects: City Enchantment Target: friendly city Research Cost: 2000 Casting Cost: 350 mana Upkeep: 5 mana/turn Provides total immunity for the city from one specific realm of spells (including combat spells) and prohibits any fantastic creatures from entering the protected city. Caster must select which realm to ward against: chaos, death, life, nature, or sorcery. Flying Fortress Effects: City Enchantment Target: wizard's city Research Cost: 4000 Casting Cost: 500 mana Upkeep: 25 mana/turn Suspends a wizard's enchanted fortress far above the earth. Only flying units may enter (or attack) and leave this 'city in the clouds.' The wizard's own foot troops may enter and exit the city overland; during combat, once a foot troop (non-flying unit) leaves the floating city it cannot re-enter until the battle is over. |
Suppress Magic Effects: Global Enchantment Target: n/a Research Cost: 5000 Casting Cost: 1250 mana Upkeep: 50 mana/turn All overland spells not cast by caster must overcome a 500 mana strength dispel or be eliminated. Time Stop Effects: Global Enchantment Target: n/a Research Cost: 6000 Casting Cost: 1500 mana Upkeep: 200 mana/turn Stops the passage of time for all enemy wizards and their troops and spells. Only the casting wizard may move units. He or she must pay maintenance on this spell, but only on this spell. |
Creature Binding Effects: Unit Enchantment Target: one fantastic unit Research Cost: 2250 Casting Cost: 70 mana Upkeep: none Attempts to alter the allegiance of a fantastic (i.e., summoned) creature. If a target unit fails to resist the spell (at a penalty of 2 to its resistance), it is bound to fight for the casting wizard until the end of combat (or until disenchanted). The bound creature disappears after combat ends. Mass Invisibility Effects: Combat Enchantment Target: n/a Research Cost: 2500 Casting Cost: 80 mana Upkeep: none Makes all friendly units invisible to their opponents. While invisible, the units cannot be targeted by ranged weapons and all melee attacks against them suffer a penalty to hit of one (i.e., -10% chance to hit). |
Great Unsummoning Effects: Instant Target: n/a Research Cost: 3000 Casting Cost: 1000 mana Upkeep: none Tries to banish all fantastic creatures (including those bound to the casting wizard) from both Arcanus and Myrror! Creatures suffer a penalty of 2 to their resistance when attempting to oppose this spell. Spell Binding Effects: Instant Target: one global enchantment Research Cost: 3500 Casting Cost: 1000 mana Upkeep: as for target enchantment Steals a global enchantment from another wizard. The stolen global spell becomes the property of the casting wizard in terms of maintenance and control. |
The Sorcery Realm is one of the six Magical Realms in Master of Magic. Sorcery is themed around creating illusions and manipulating ephemeral features of the environment, such as air, magicka, and the passage of time. Meant for waging a cold war against other Wizards and their forces, Sorcery spells focus on opportunistic shutdown and defense.
The mark of the Realm is a Blue Sparkle that appears on the bindings of Sorcery Spellbooks in-game, and denotes Sorcery spells, effects, and "Spellbook Ranks" on this wiki.
Description[]
Sorcery appears to be a realm of elemental magic, like Nature and Chaos, that is connected in some way to the natural history of Arcanus and Myrror. There may be a "Sorcery Realm," a cosmic source of power for the Sorcery Nodes dotting the landscape, but the in-game help is more explicit about the existence of a "Realm of Air": the home plane of various aerial creatures which a practitioner may bind into service; and the basis of many spell effects from this school.
Like the Arcane, Sorcery also governs some unknown, ethereal dimension or context, from which sorcerers channel power to produce exotic effects, such as illusions and warps in space, time, and perceptions. The manual's so-called "meta-magic" arts feature prominently in Sorcery as well: a line of research into sustained magical barriers and counterspells, bigger and better than plain old Arcane Dispel effects.
Sorcery does not seem to inspire the game's races towards an ideology around the magic - very much unlike the realms of Life, Death, Chaos, and Nature. A truly academic realm, it only attracts a few wizard and hero-practitioners, perhaps being accounted too strange a discipline for ordinary mortals to apply in civil and military work.
- Familiar
- A wizard with mainly Sorcery spellbooks will take a Scarab as a familiar, maybe as a comment on the relationship between the magic-wielder and the heavens. The ancient Egyptians considered the Scarab beetle's behaviour, endlessly rolling compacted dung around, a microcosm of the operation of celestial bodies by the gods.
Acquisition[]
The player may pick up to 11 Sorcery ranks when creating a new game. Additional Spellbooks may appear from time to time in Treasure from Encounter Zones. Sorcery is unique among the five "colored" Realms in that it is not directly opposed to any of the others.
Selecting just one Sorcery book or two will unlock random Sorcery spells for research and fulfill requirements for certain Wizard abilities, while leaving room to specialize in something else. For each Spellbook rank taken above the first, one Common Sorcery spell may be selected to be Known from the start. The most general-purpose spells on the Common tier, such as Word of Recall, Phantom Warriors, and Confusion, are all popular initial picks.
Picking more books allows more spells to be Known at the beginning, eventual access to the Realm's rarest spells, and improved research and casting ability in Sorcery. In addition to widening spell knowledge, the middle ranks unlock strong enchantments for use in Item Crafting. Sorcery is a favorable school of focus for boosting Heroes and "homemade" equipment in this manner.
Sorcery is rather slow until the Wizard has a large selection of spells for use in various circumstances, but it possesses some of the most powerful spells in the game at the higher levels. It has a few, very pointed, Summoning Spells and Unit Enchantments, and instead focuses on presenting a wide variety of Instant Spells and Combat Instants - but again has some of the best Very Rare Spells in each category.
Realm Details[]
- Main article: List of Spells
Sorcery has 10 spells per degree of Spell Rarity, totaling 40 spells with a cumulative research cost of 59,950. Each member holds a discrete cost increment along the spectrum between 20 (Resist Magic) and 6,000 (Time Stop).
List of Sorcery Spells[]
General Pros and Cons[]
Sorcery is a strategic toolbox. Most of the strongest Wizard builds — such as they are regarded by the Master of Magic player base — will either start the game with, or leave room for, some Sorcery Spellbooks, to get access to favored spells and effects.
Pros:
- Great for mobility (Enchant Road, Flight, Word of Recall, Floating Island, Wind Walking);
- Superb for control (dispelling enemy spells / preventing enemy spells / preventing own spells from being dispelled);
- Grants unique unit abilities (Guardian Wind, Invisibility, Magic Immunity, Haste) that can be used on items, too;
- Versatile effects - all Common Spells have some usage, with an expanding repertoire covering more and more situations;
- Good combat summons (Phantom Warriors, Phantom Beasts, Air Elementals);
- The Sky Drake.
Cons:
- Terrible against Death creatures ( Illusions Immunity negates Confusion, Mind Storm, and Invisibility; and prevents armor penetration by Phantom Warriors and Psionic Blast) — Death creatures are seen in Encounter Zones very frequently;
- No spells for improving the economy;
- No spells for improving unit stats;
- Paucity of overland Summoning Spells, which can backfire with a low number of books;
- Fantastic Units are "glass cannons," hitting hard, but low on hitpoint scores themselves;
- The Sky Drake, again - usually have to defeat these to find extra Sorcery Spellbooks.
Unit Enchantments[]
The Sorcery Realm's positive Unit Enchantments bestow unusual defenses to friendly target units. The Common members of the group, Resist Magic and Guardian Wind, are just for contingencies: they might save a unit against Unit Curses or standard Ranged Missile attacks (respectively), or the occasion simply might not arise.
Further along though, Flight, Invisibility, Magic Immunity, Wind Walking, and Haste are essential research goals - expensive, game-changing spells meant for valuable units. Wind Walking and Flight greatly improve overland movement for armies and increase liberties in battle. Magic Immunity and Invisibility shield the unit from many kinds of threats.
An extra layer of defense, the Uncommon Spell Lock can help these spells resist the Dispelling attempts of rival Wizards and Heroes.
Fantastic Units[]
The Sorcery Realm has eight native Fantastic Unit types. Its Summoning Spell repertoire emphasizes Combat Summoning.
The combat summons are Phantom Warriors, Phantom Beast, and Air Elemental; respectively Common, Uncommon, and Rare entries. They deal damage and draw the enemy's attention away from other units on the field. They can provide pinch-defense in a remote or poorly-defended City, lessening the need for big garrisons across the map.
The Nagas, Storm Giant, and Djinn, respectively Common, Rare, and Very Rare, are sturdier and more expensive creatures available through overland summoning. More expensive still is the Sky Drake, one of the three elemental dragons at the top of the Fantastic Unit hierarchy.
Sorcery's oddball summon is the Common Floating Island spell. It's essentially a huge Transport that can be conjured overland on any visible water tile.
Fantastic Creatures of Sorcery | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Icon | Name | C | U | |||||||||
Floating Island | 60 | 50 | 5 | 1 | 2 | 0 | 10 | 45 | ||||
Transport ×8, Poison Immunity, Death Immunity, Stoning Immunity | ||||||||||||
Phantom Warriors | 100 | 10 | n/a1 | 6 | 1 | 3 | 0 | 6 | 1 | |||
Poison Immunity, Death Immunity, Stoning Immunity, Non-Corporeal, Illusion | ||||||||||||
Nagas | 220 | 100 | 2 | 2 | 1 | 4 | 3 | 7 | 6 | +10% | ||
Poison Touch 4, First Strike | ||||||||||||
Phantom Beast | 800 | 35 | n/a1 | 1 | 2 | 18 | 0 | 8 | 20 | +10% | ||
Poison Immunity, Death Immunity, Stoning Immunity, Non-Corporeal, Illusion | ||||||||||||
Storm Giant | 1,200 | 500 | 10 | 1 | 2 | 12 | 10 | 7 | 9 | 20 | +20% | |
Ranged Shots x4, Wall Crusher, Armor Piercing | ||||||||||||
Air Elemental | 1,300 | 50 | n/a1 | 1 | 5 | 15 | 8 | 9 | 10 | +10% | ||
Poison Immunity, Stoning Immunity, Weapon Immunity, Invisibility | ||||||||||||
Djinn | 1,850 | 650 | 17 | 1 | 3 | 15 | 8 | 8 | 10 | 20 | +30% | |
Teleporting, Caster 20 MP, Wind Walking | ||||||||||||
Sky Drake | 4,500 | 1,000 | 25 | 1 | 4 | 20 | 20 | 10 | 14 | 25 | +30% | |
Magic Immunity, Illusions Immunity | ||||||||||||
1 : combat summon, disappears at the end of the battle. |
Item Crafting[]
- Main article: Item Crafting
Sorcery ranks allow the following spell-like effects to be selected when crafting Magical Items. They are unlocked whenever the player has the required number of Sorcery books on the shelf; no research is necessary, save for the Enchant Item and Create Artifact spells.
Item Power | Requires | Mana Cost | Host Items | |||||||
---|---|---|---|---|---|---|---|---|---|---|
Sword | Mace | Axe | Bow | Staff | Wand | Jewelry | Shield Chain Plate | |||
Resist Magic | 2 | 200 | Y | Y | Y | Y | Y | Y | Y | Y |
Flight | 3 | 200 | -- | -- | -- | -- | -- | -- | Y | -- |
Guardian Wind | 3 | 400 | -- | -- | -- | -- | Y | Y | Y | Y |
Magic Immunity | 5 | 700 | Y | Y | Y | Y | Y | Y | Y | Y |
Invisibility | 5 | 1,000 | -- | -- | -- | -- | -- | -- | Y | -- |
Phantasmal | 6 | 1,500 | Y | Y | Y | Y | Y | Y | -- | -- |
Haste | 7 | 2,000 | Y | Y | Y | Y | -- | -- | -- | -- |
The following Sorcery combat spells can be imbued, as reusable charges, into a new magic Wand or Staff, once they have been researched. See the article on Spell Charges for more information.
Enemy Sorcerers[]
- Main article: Wizard
Horus |
Kali |
Jafar |
Lo Pan |
Raven |
Usually there is no need to wipe out a computer player solely on the basis of them wielding Sorcery. Any rivals with shared spellbooks can also become valuable spell trading partners. If someone begins casting Spell Blast, Suppress Magic or Time Stop, however, they probably need to be banished right away in an all-out assault.
Wizards with lots of Sorcery spells at their disposal can cause expensive problems on the battle screen. They prioritize Counter Magic and "True" disenchantment; they may be able to attack with illusionary, invisible, or otherwise tweaked units; or find some other way to be annoying.
All computer players spend as much spell skill as they can, in every battle. The best way to deal with a Sorcery Wizard is either to bring overwhelming secular force, employ units with Illusions Immunity, or force them to fight a lot of pointless battles.
Traits[]
When the world is generated, the computer-controlled Wizards each make a lottery-ball style roll for Personality and Objective. These traits modify the Wizard's behavior, giving them some hard-to-resist compulsions and adding flavor. If the Wizard's shelf is stocked primarily with Sorcery books, then this Realm will determine how these lottery-ball rolls are weighted. Sorcery tends the Wizard towards a Personality of "Aggressive" and an Objective of "Theurgist" (but no guarantees). In cases where Spellbook ranks are tied, and the game needs to decide which Realm conveys influence, precedence descends in this order:
For instance, Kali's default 5 5 Artificer build is a tie between two colors, but the game will weight her personality and objective according to her Sorcery ranks, not Death.
The table below shows the chances that each character trait has of appearing on a Sorcery Wizard, before accounting for the influence of Retorts:
Personality | Objective | |||
---|---|---|---|---|
Aggressive | 30% | Theurgist | 40% | |
Ruthless | 20% | Expansionist | 30% | |
Lawful | 20% | Perfectionist | 20% | |
Peaceful | 10% | Militarist | 10% | |
Chaotic | 10% | |||
Maniacal | 10% |
- Aggressive
- On the diplomatic scale of 100 to -100, an "Aggressive" Wizard has a -10 Core Reaction to all of the other Wizards, including the human player. All diplomatic relations gravitate towards the Core Reaction values at the rate of one point per turn; therefore, an Aggressive Wizard will become hostile unless appeased occasionally. This type of Wizard also has double the chance of building Settlers, apparently cumulative with the "Expansionist" trait.
- Theurgist
- Wizards with this objective focus on their Power Base. They have an increased probability of constructing Town Buildings lying along the religious and academic development paths, and they have an increased probability of targeting a Node or Mana-producing City for conquest overland.
Diplomacy Modifiers[]
Sorcery Spellbooks on a Wizard's shelf provoke one Core Reaction adjustment:
Example: Raven and Jafar each adjust their Core Reaction to the other by +12 (6 held in common).
Leader personalities, Retorts, and other Spellbooks will cause further adjustments.
Blue Encounter Zones[]
Wild creatures of the Sorcery Realm are only found in Sorcery Nodes and ancient Towers. Sorcery Nodes are more common (but no less powerful or well-guarded) than Nature Nodes and Chaos Nodes, especially on the Plane of Myrror. The Official Strategy Guide suggests that nearby Ocean tiles will slightly bias a Node towards Sorcery, however, this information is outdated and no longer true from patch v1.1 onwards. Instead, Sorcery Nodes have a much higher initial chance of being created than the other two, but are then reduced should there be too many on one of the Planes (see Node Generation for more details).
Sorcery Node | Tower of Wizardry |
100% | 16.7% |
Every Encounter Zone makes a procedural selection of guardians through what is essentially a Mana budget, when it can afford guardians. Typically there will be one or more high-end units of the lair's Realm (this is the creature sighted by scouts who peek into the lair), attended by a lesser unit type. A Sorcery Node will harbor Sorcery creatures without fail. The Tower can have anything; the world generator always places six towers, so about two-thirds of the time, a map is going to have at least one Tower populated with Sorcery units.