This Retort provides many bonuses to a Wizard specializing in Sorcery magic: It reduces the Research Cost and Casting Cost of Sorcery spells by 15%, and makes the Wizard's Sorcery Enchantments and Curses twice as hard to dispel. Additionally, the wizard obtains twice as much Power from each Sorcery Node he controls.
This retort costs 1 pick, and requires the Wizard to have at least 4 Spellbooks.
Studying the spells associated with Sorcery Magic is one thing, and having a true affinity to the Sorcery Realm is quite another. It is not always enough to have knowledge of this type of magic, some wizards actually tap directly into the Sorcery Realm to draw their power, and become masters of its secret arts.
The Sorcery Master has made such a connection, and therefore finds it easier to manipulate Sorcery Magic in all its forms. Spellcasting becomes easier, and the study of new spells from this realm comes naturally and effortlessly. Furthermore, as the Sorcery Master's spells have a stronger bond to the Sorcery Realm, those spells become much harder to break.
Whenever a Sorcery Master locates and liberates a Sorcery Node, this literal aperture into the Sorcery Realm can be exploited much more readily, expanded and utilized to release a truly vast amount of magical energy - which the Sorcery Master has no problem absorbing. These focal points become an important strategic asset in the wizard's quest for domination.
Sorcery Mastery is one of the color-specific Retorts available in Master of Magic. Any Wizard possessing this Retort receives four special benefits that will positively affect her for the duration of the game.
Improved Research Edit
Whenever the wizard is Researching any Sorcery Spell, the amount of Research Points he accumulates each turn is increased by 15%.
This bonus is cumulative with a similar bonus rewarded for having 8 or more Spellbooks in the Sorcery Realm. For example, a wizard with 10 and Sorcery Mastery gets a +45% bonus (15% from Sorcery Mastery, 30% from the Spellbooks).
Casting Cost Reduction Edit
Furthermore, the Sorcery Master has a reduction of 15% on the Casting Cost of all spells belonging to the Sorcery Realm.
This allows the wizard to cast more Sorcery spells in combat, and allows faster casting on the overland map. Also, if the wizard uses mostly or only Sorcery spells, the Mana saved due to these lower costs could be quite significant.
Enchantments Harder to Dispel Edit
| This article/section is missing crucial information and may require additional research to answer the following questions:|
What is the exact formula for "halving" the dispel chance?
Any and all Sorcery-related Enchantments cast by the Sorcery Master are 50% harder to dispel, regardless of which spell the enemy is using to make that dispelling attempt (Dispel Magic, Disjunction, etcetera).
For example, if an enemy dispelling attempt of a certain strength would normally have a 50% chance to dispel a certain Sorcery spell, it would only have a 25% of success if the targeted spell belongs to a Sorcery Master.
Sorcery Node Power Outputs Edit
Finally, any Sorcery Node that is under the control of the Sorcery Master will generate twice as much Power as it would for other wizards. This applies only to Sorcery Nodes; other nodes generate the normal amount of Power.
Sorcery Mastery together with the Node Mastery Retort provide double the bonus. In such a case, a Sorcery Node would provide 4x its base power output - potentially up to 100 Power per node on the Myrran plane!
Costs and Prerequisites Edit
When creating a new Wizard, it is only possible to pick the Sorcery Mastery Retort if the wizard already possesses at least 4 Sorcery Spellbooks. Otherwise, this retort is not available. The wizard may have any combination of other spellbooks or retorts beyond this required minimum.
The Sorcery Mastery Retort consumes 1 pick. This means that a Sorcery Master cannot have 11 Spellbooks at the start of the game, and thus is trading the benefits of having that many spellbooks for the benefits listed above. Of course, you may still acquire extra spellbooks during the game, but that is not guaranteed.
Sorcery Master may be acquired during the game, as Treasure. If the Strategy Guide is to be believed, the Sorcery Mastery Retort may be awarded even if the player does not meet the requirements that apply during wizard creation.
The Sorcery Master has a strong affinity with Sorcery spells, and can cast them quickly and often - thus potentially being able to wreak a lot of destruction and summon plenty of Fantastic Creatures to his aid.
Sorcery Enchantments cast by this Wizard are very difficult to dispel, meaning that he has more incentive to try to cast as many of them as he can afford. The extra Power from Sorcery Nodes will help pay for the Upkeep Cost of these units and Enchantments. The same applies to the all Unit Curses offered by the Sorcery Realm. In particular, it is important to mention that together with Spell Lock, this makes the Sorcery Master's Unit Enchantments incredibly harder to get rid of!
As mentioned above, starting with Sorcery Mastery means that you cannot have 11 Spellbooks. This means trading away the bonuses bestowed by starting with 11 spellbooks in one color - i.e. picking guaranteed Uncommon and Rare Spells, and a discount on the Research cost for Spell of Mastery - but you get the bonuses listed above instead.