- This article is about detrimental Town Curses which the caster places on enemy towns. For bonuses placed on a caster's own towns, see Town Enchantment.
Town Curse is a Spell Type and category of spells in Master of Magic. Like all other Curses, Town Curses are meant to have a permanent effect - lasting as long as the Enchantment remains in play. Spells in this specific category are used on enemy towns, to cause damage or to hinder their resource output.
All Town Curses must be cast on the overland map, and often have a low-to-medium Casting Cost. All Town Curses must be targeted at an enemy town, upon which they inflict some ill effect. For similar spells that are cast on friendly towns to improve them, see Town Enchantment.
In order to maintain a Town Curse and its effects, a certain Upkeep Cost must be paid in Mana at the start of each turn. Failure to pay the cost results in the Town Curse dissipating, and taking part or all of its effects with it.
There is a total of only 5 different Town Curses in Master of Magic. 4 belong to the Death Realm, which specializes in turning enemy towns unproductive or killing their citizens. The remaining Town Curse belongs to the Chaos Realm, and causes direct damage to a town and to everything inside it. The other realms do not possess any Town Curses, instead focusing on Town Enchantments.
Wizards can only get rid of an enemy's Town Curses by casting a Disenchant Area spell on the affected town. The Town Curse's own caster may cancel it at any time, to conserve Mana when necessary.
All Town Curses must be cast on the overland map, and must be targeted at an enemy town.
The Casting Cost of a Town Curse is low/medium compared to other overland spells, and is proportional to the usefulness of the curse. Furthermore, each Town Curse requires an Upkeep Cost, paid in Mana at the start of each turn, in order to stay in play. Failure to pay this Upkeep Cost due to lack of Mana causes the Town Curse to dissipate. This may also cause some or all of the spell's effects to vanish along with it.
Once a Town Curse has been cast, its name appears in the "Enchantments" list in the targeted town's details window. The color of the name indicates the wizard controlling this spell.
A single town may not have two instances of the same Town Curse affecting it simultaneously. For example, a town already under the effect of the Pestilence spell may not be targeted by the same spell again until the first spell is removed or canceled.
Getting Rid of Town Enchantments Edit
The owner of a Town Curse can voluntarily cancel it, by visiting the town's details window and clicking on the spell's name in the "Enchantments" portion of the screen. 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. Town Curses can end up sucking 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 Disenchant Area spell in an attempt to remove an opponent's Town Curses. When targeted at a Town, this spell will attempt to remove each and every enemy Town Curse present. Disenchant Area's chance of success at this depends on the Casting Cost of the Town Curses it is trying to remove, as well as the amount of extra Mana invested into Disenchant Area's own Casting Cost. In other words, the more Mana is spent on casting this spell, the more likely it is to succeed.
Town Curses are used for either causing direct damage to the town and its contents, or hindering its productivity. This is why they can only be cast on enemy towns. The opposite of this are Town Enchantments, which bestow bonuses and can only be cast on friendly towns.
Town Curses are often cast on the strongest or most productive enemy towns, as this will usually cause the most damage to the enemy's economy. For example, a town that produces more Gold is a better target for a Famine spell than one that barely produces any Gold at all. Naturally, if Mana is available, some wizards will try to put Town Curses on each and every enemy town - though this can easily be overkill.
If a Town Curse or any other effect has caused a town to diminish in size or importance, it may be better to cancel a Town Curse than keep it running. It may or may not be having enough impact to justify keeping it active. For example, once a town has been depleted by the Pestilence spell, there may not be any reason to keep that Pestilence going, given its high Upkeep Cost.
Permanent and Temporary Effects Edit
A Town Curse 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 the Cursed Lands spell, which halves the Production in the targeted town. The penalty is applied to the town as soon as Cursed Lands is cast, and will remain there constantly while the spell is in effect. However, the moment Cursed Lands is removed from play, the penalty disappears immediately - the town's Production returns to normal.
The Pestilence spell is a good example of a permanent effect: most of its effects do not really go away when the spell is removed. Pestilence will slowly kill off a town's population, potentially reducing it to no more than a tiny hamlet. If the spell is removed, the town's citizens do not reappear - the town would have to grow back slowly and painstakingly to its former size. Therefore, Pestilence may no longer be required once it's laid waste to an enemy town - the damage is already done.
Knowing whether a Town Curse's effects are temporary or permanent is important for deciding whether to keep paying for it.
List of Town Curses Edit
The list below details each of the 5 Town Curses available in the game.
|Chaos Rift||Chaos||Rare||300||10||1700||Causes damage to the targeted Town's Buildings and garrisoned units every turn.|
|Cursed Lands||Death||Rare||150||2||1700||Target enemy Town's Production is reduced by about 50%.|
|Evil Presence||Death||Rare||100||4||1040||All religious buildings in the targeted Town cease producing any Power. Note: This spell is broken and doesn't actually do anything.|
|Famine||Death||Rare||200||5||1600||Target enemy Town's Food output is reduced by 50%, causing stagnation and occasionally starvation.|
|Pestilence||Death||Very Rare||350||5||3500||Target enemy Town loses 1 citizen each turn if its current population exceeds a random roll of 1 to 10.|