|Spell Rarity||Very Rare|
|Spell Type||Instant Spell|
Transfers a Global Enchantment controlled by a rival wizard to the control of Spell Binding's caster.Spell Binding's caster now fully owns this Global Enchantment as though he cast it himself. He must pay its Upkeep Costs as necessary, and may cancel it at any time if necessary.
|As of Master of Magic v1.31, Spell Binding is known to be malfunctioning in at least one way. Please read the Known Bugs section below.|
Spell Binding steals one Global Enchantment belonging to any rival wizard. The caster of Spell Binding is now the owner of this enchantment, enjoying all of its benefits - but must also pay its Upkeep Costs.
Stealing Global Enchantments EditWhen Spell Binding is cast, a menu will pop-up showing each rival wizard still in the game, as well as a list of all Global Enchantments currently in play under the control of each of these wizards. Selecting one of these Global Enchantments will target it for takeover.
The effect is that this Global Enchantment completely changes ownership. It is now owned entirely by the caster of Spell Binding - exactly as though it was cast by this wizard to begin with.
Therefore, all beneficial effects from this Global Enchantment will now be bestowed on Spell Binding's caster and/or his units and towns, as appropriate. Ill effects caused by the enchantment will now afflict all of his rivals and/or their units and towns, as appropriate.
Spell Binding never fails - unless of course there are no Global Enchantments to be stolen at all. Spell Binding doesn't even care whether the casting wizard had the potential to cast the stolen enchantment himself.
For example: a wizard with no Life Spellbooks has no problem stealing a Crusade enchantment cast by another wizard - despite the fact that there is no way he could've Researched or cast Crusade himself.
Spell Binding may only be cast on the overland map. As explained above, the game will open a menu showing a list of all Global Enchantments currently in play belonging to any rival wizard, one of which must be selected as the target for this spell.
If there are no rival Global Enchantments currently in effect, the player is notified of this before being allowed to try to cast Spell Binding. If Spell Binding is cast anyway when no such enchantments exist, it will automatically fizzle - and its Casting Cost is entirely wasted.
Spell Binding has a base Casting Cost of 1,000, making it as expensive as most Global Enchantments. The spell itself runs its entire course instantly, so it has no Upkeep Costs. However, Spell Binding's caster must now pay the Upkeep Costs for the Global Enchantment he stole!
Failure to pay the Upkeep Costs of a stolen enchantment will simply cause it to dissipate - it will not return to the control of its original caster. Furthermore, the stealing wizard may cancel the enchantment manually by entering the "Magic" menu and clicking the enchantment's name - just as he would his own Global Enchantments. This is usually done to get rid of the enchantment's Upkeep Costs, conserving Mana.
If Spell Binding's caster already owns the same Global Enchantment as the one he is now stealing, Spell Binding dispels the stolen enchantment immediately. This is because you may never have two (or more) copies of the same Global Enchantment in play owned by the same wizard!
Note that it is not possible to dispel Spell Binding after it has been cast. The only way to return a Global Enchantment to its original owner is to cast Spell Binding on it! Of course, rival wizards may always Disjunct the enchantment itself, if they wish to remove it from the world.
As a Very Rare Sorcery spell, Spell Binding may become available to any Wizard who possesses at least 3 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least 10 Spellbooks.
Spell Binding may not be acquired at the start of the campaign regardless of how many Spellbooks the wizard possesses. It must either be Researched during the game, or acquired through other means.
Wizards with 3 to 9 Spellbooks have a random chance of being able to Research Spell Binding during the game. The chance for this spell to appear for research increases with the number of Sorcery Spellbooks the Wizard possesses or obtains during gameplay. With 10 or 11 Spellbooks, the spell is guaranteed to appear for Research at some point, if it is not already available for casting.
Spell Binding has a base Research Cost of 3,500.
With at least 3 Spellbooks, Spell Binding 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.
Since it is so expensive, there is no real point to casting Spell Binding to steal a Global Enchantment you could've cast yourself. Often it is cheaper to just cast the desired Global Enchantment. The only benefit to stealing in this case is that it also deprives the opponent wizard of his Enchantment. Therefore it could be seen as casting a Disjunction as well as the enchantment itself, all at the same time, for 1,000.
More commonly however, Spell Binding is a great way to get hold of a Global Enchantment that you can't cast yourself, especially one from a Magical Realm not accessible to you, a spell missing from your magical repertoire, or a spell you have not yet Researched. In all cases, you get a Global Enchantment under your control that would otherwise be unavailable to you.
It is usually best to steal the most powerful enchantments - assuming you can afford their Upkeep Costs of course. Since there is no random chance involved, it is as easy to steal Armageddon as it is to steal Awareness, so it's usually better to take the most powerful ones. However, weigh the benefits you get from the spells based on your situation. For example, a conjurer who has an army of fantastic units will gain almost nothing from the powerful Crusade spell, and might prefer the lesser Just Cause. Naturally, it is usually better to steal as many Global Enchantments as you can - gathering up as many bonuses as possible at the expense of the poor rival wizards who keep casting them. Remember again though that you may not have two copies of the same Global Enchantment under your control (see above).
Known Bugs Edit
Although it is unknown whether this is intended or not, the spell has a resistance roll similar to Disjunction, however, the dispelling strength of Spell Binding is so strong that success rate is usually well above 99%, most players never see it fail.
When an AI player casts Spell Binding, nothing happens, and there is a very small chance of memory corruption.