- This article is about detrimental Unit Curse which the caster places on enemy units. For bonuses give to the caster's own units, see Unit Enchantment.
Unit Curse is a Spell Type and category of spells in Master of Magic. Like all other Curses, Unit Curses are meant to have a permanent effect - lasting as long as the Curse remains in play. Spells in this category are meant to be used on enemy units, reducing their combat effectiveness or hindering their performance in other ways.
A Unit Curse can only be used during combat, and must be targeted at an enemy unit. Often, the enemy unit gets a chance to Resist the curse, possibly while suffering a penalty to its Resistance score.
If the Unit Curse takes hold, it will negatively affect the enemy unit in one way or another. Some Unit Curses reduce the target's combat properties, while others immobilize it or otherwise alter its behavior. In all cases, the target's performance suffers.
Unit Curses continue to affect the target unit until the end of the battle, until dispelled by the enemy, or until the target unit dies. Rival wizards can get rid of an enemy's Unit Curses by casting Dispel Magic on a cursed unit, or a Disenchant Area spell on the unit's army stack. A Unit Curse cannot be canceled by its own caster.
There is a total of only 9 different Unit Curses in Master of Magic, making this the smallest category of spells. Only the Sorcery, Chaos and Death realms possess such spells - while Nature and Life specialize in beneficial Unit Enchantments.
All Unit Curses must be cast during combat - they cannot be cast on the overland map under any circumstances. A Unit Curse must be targeted at an enemy unit, though some units may possess certain properties that render them immune to certain Unit Curses, and therefore may not be targeted.
Unit Curses span the gamut of Casting Costs - some are very cheap to cast, while others are quite expensive.
Almost all Unit Curses give their target a chance to Resist. This involves the target making a roll against its own Resistance score, usually at a penalty inflicted by the Unit Curse. If the target succeeds in its roll, the Unit Curse dissipates harmlessly, applying no effect and wasting its entire Casting Cost. As a result, units with high Resistance scores may be completely immune to some or all Unit Curses.
Once a unit is affected by a Unit Curse, that curse and its effects will remain until the end of the battle. The enemy wizard may attempt to remove the curse prematurely using Dispel Magic or Disenchant Area. Also, if the unit dies, any Unit Curses affecting it are immediately and permanently removed from it.
Because Unit Curses do not carry over to the campaign map, they have no Upkeep Cost to be paid every turn.
Targeting Restrictions Edit
Not every enemy unit may be targeted by any Unit Curse. Some units possess certain abilities that prevent them from being targeted.
For example, units with Illusions Immunity are completely immune to most Unit Curses from the Sorcery Realm. Similarly, units possessing Death Immunity are completely immune to most Unit Curses from the Death realm.
When an invalid target is selected, the game will simply refuse to cast the spell, but allow choosing a different target.
The Curse Icon Edit
Once a unit is affected by a Unit Curse, an icon representing this spell appears in the unit's details panel.
The icon will appear at the bottom of the unit's abilities list, seen in the bottom half of this details panel. Unit Curse icons can be distinguished from other icons by their background: they will always appear with a blue background.
Getting Rid of Unit Curses Edit
All Unit Curses last only until the end of the battle, or until the cursed unit is killed - whichever comes first.
Dispel Magic Edit
Wizards may cast the Dispel Magic spell on a unit they own, in an attempt to remove each and every Unit Curse affecting it.
Dispel Magic can only be cast during combat, and must be targeted at the unit whose curses are to be removed. The spell makes a separate dispelling attempt against each Unit Curse, with a different chance of success in each attempt. This chance is based on the Casting Cost of the targeted curse, and the total Casting Cost of Dispel Magic itself (including any extra Mana placed into it to make it stronger).
Once the curse is lifted, all of its effects are gone as well.
Disenchant Area Edit
Wizards may cast the Disenchant Area spell in an attempt to remove all Unit Curses currently affecting all of their own units on the battlefield. Disenchant Area requires no target - it automatically chooses its own targets.
The spell makes a separate dispelling attempt against each Unit Curse, with a different chance of success in each attempt. This chance is based on the Casting Cost of the targeted enchantment, and the total Casting Cost of Disenchant Area itself (including any extra Mana placed into it to make it stronger).
Unit Curses can serve different functions, but will generally cause one of two different effects:
- Reducing the target's combat properties, such as Melee Attack strength, Defense score, Resistance, and so on.
- Changing the target's behavior, preventing it from obeying orders.
Combat Properties Edit
Almost every combat property has at least one Unit Curse that reduces it by at least a small amount.
Combat Properties include:
- Movement Allowance.
- Melee Attack strength.
- Ranged Attack strength.
- To Hit chance.
- Defense score.
- Resistance score.
Note that of these, only Resistance can be reduced below 0. Other properties may only be reduced to 0, as negative numbers would make no sense for them.
Disrupting Unit Behavior Edit
Several Unit Enchantments do not alter the target's properties - but rather alter the target's behavior.
For example, the Black Sleep spell, if successfully cast on an enemy unit, will simply prevent that unit from moving, attacking, or even defending itself. Possession and Creature Binding are even worse - transferring control of a unit to the other side!
Temporary Effects Edit
All effects applied by Unit Curses are completely temporary - they last exactly as long as the curse remains on its target, and no longer.
If a curse is lifted in mid-battle, its effects disappear and the unit returns to normal. Otherwise, the unit will return to normal after the battle has ended - assuming it survived that long.
Curses never leave behind any permanent effects whatsoever.
List of Unit Curses Edit
The list below details each of the 9 Unit Curses available in the game.
|Confusion||Sorcery||Common||15||130||Target unit must Resist or act in a random manner each combat turn.|
|Creature Binding||Sorcery||Very Rare||70||2250||Target Fantastic Unit must resist at -2 or change its allegiance.|
|Mind Storm||Sorcery||Rare||35||1400||Target unit receives -5, -5, -5, -5 and -5.|
|Vertigo||Sorcery||Uncommon||25||400||Target unit receives -20% and -1.|
|Shatter||Chaos||Common||12||190||If it fails a Resistance roll, target enemy unit's Melee Attacks, Ranged Attacks and Thrown Attacks become hopelessly weak.|
|Warp Creature||Chaos||Common||18||220||Target enemy unit must Resist at -1 or be afflicted with one of three significant penalties, selected at random.|
|Black Sleep||Death||Common||15||100||If target unit fails a Resistance roll at -2, it cannot move, attack, cast spells, or defend itself at all.|
|Possession||Death||Uncommon||30||350||If target enemy unit fails a Resistance roll at -1, it changes sides and joins the caster's army for the duration of combat.|
|Weakness||Death||Common||5||40||Target enemy unit receives -2 and -2.|