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Unit Enchantment

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This article is about beneficial Unit Enchantments which the caster places on his own units. For penalties placed on an opponent's units, see Unit Curse.

Unit Enchantment is a Spell Type and category of spells in Master of Magic. Like all other Enchantments, Unit Enchantments are meant to have a permanent effect - lasting as long as the Enchantment remains in play. Spells in this category are meant to be used on the caster's own units, to improve their combat performance or protect them from harm.

Almost all Unit Enchantments have two versions - an overland version and a combat version. The overland version is more costly, but can continuously affect the unit for a long period of time. The combat version, while cheaper, bestows its bonuses only for the duration of combat.

All Unit Enchantments must be targeted at a single friendly unit which will receive the spell's benefits. For similar spells that are cast on enemy units to inflict penalties upon them, see Unit Curse.

The overland version of a Unit Enchantment requires an Upkeep Cost, which must be paid in Icon Mana.png Mana at the start of each turn. Failure to pay the cost results in the Unit Enchantment dissipating, and usually taking part or all of its permanent effects with it. Combat versions of the same Unit Enchantments do not have Upkeep Costs, as they do not last beyond the end of the battle.

The majority of Unit Enchantments work to increase a unit's combat properties, or to give the unit a new ability it did not previously have. Some Unit Enchantments bestow some sort of protection or ability that may not be acquired in any other way.

There is a total of 32 different Unit Enchantments in Master of Magic, belonging to different Realms. The Icon Life.pngLife Realm specializes in these, having no less than 10 Unit Enchantments. The Icon Death.pngDeath and Icon Chaos.pngChaos realms lean less towards Unit Enchantments (with 3 spells each from this category), and more towards Unit Curses inflicted on the enemy.

Rival wizards can get rid of an enemy's Unit Enchantments by casting Dispel Magic on an enchanted unit, or a Disenchant Area spell on the unit's army stack. The Unit Enchantment's own caster may cancel it at any time on the overland map, to conserve Icon Mana.png Mana when necessary. If a unit is destroyed, in combat or otherwise, all Unit Enchantments affecting it will dissipate instantly.

Usage Edit

With a few exceptions, all Unit Enchantments have two separate versions available: an "Overland" version (cast on the campaign map) and a "Combat" version (cast during battle). Both versions have the same exact effect on the targeted unit, but differ in their Casting Cost, Upkeep Cost and duration of the spell. They are thus used differently and for different purposes.

In both cases however, the spell is targeted at a single friendly unit. Immediately upon casting, the targeted unit receives all the bonuses associated with the spell, and these will last as long as the spell remains in place.

Combat Unit Enchantments Edit

During combat, it is possible to cast Unit Enchantments on any friendly unit that is still alive. The combat version of a Unit Enchantment will last only until the end of the battle, as do its effects.

The Casting Cost of the enchantment is usually low, though some enchantments are somewhat more expensive - at least compared to other combat spells. In any case, it is always exactly 1/5 of the Casting Cost of the overland version (see below).

The Unit Enchantment and its effects last until the end of the battle, upon which the spell automatically dissipates and its effects disappear.

If an enchanted unit dies during battle, any and all Unit Enchantments affecting it at the time are automatically removed.

Because Unit Enchantments cast in combat do not carry over to the campaign map, they have no Upkeep Cost to be paid every turn.

Combat Unit Enchantments are generally useful for providing impromptu bonuses to a unit based on the specific situation encountered in a battle. For example, when faced with enemy Invisible units, a wizard may wish to cast True Sight on one of his units.

This requires a much smaller investment of Icon Mana.png Mana than casting the same spell on a unit in the overland map, so it gives exactly the required effect without wasting Mana. On the other hand, if the same unit ends up requiring the same enchantment in several subsequent battles, you would need to spend much more Mana on casting the same Unit Enchantment spell over and over - instead of just casting it once on the overland map as explained below.

Overland Unit Enchantments Edit

The overland version of a Unit Enchantment may be cast on any friendly unit on the overland map. With this version of the spell, the unit may keep its bonuses over many turns - possibly indefinitely.

The Casting Cost of an overland Unit Enchantment is relatively low compared to other overland spells, but is 5 times higher than the combat version's costs. Furthermore, this Unit Enchantment will incur a certain Upkeep Cost, paid in Icon Mana.png Mana at the start of each turn. Failure to pay the required amount results in the Unit Enchantment dissipating immediately, and taking all of its bonuses with it.

Overland Unit Enchantments will last as long as they are not canceled by their caster, dispelled by the enemy, or dissipate due to not paying their Upkeep Costs. Naturally, if the unit is ever killed, and Unit Enchantments on it are removed immediately, along with any bonuses they bestowed.

While an overland Unit Enchantment is affecting a unit, its bonuses will carry over from the campaign map into combat, and will continue to exist after combat as long as the spell isn't actively removed. Therefore, the unit will start each battle already enjoying its bonuses, and will continue to enjoy them battle after battle.

This is the primary reason for casting an overland version of a Unit Enchantment: it means you do not have to spend any additional time and Icon Mana.png Mana putting the same bonuses on the unit each time it goes into battle. It is useful when a unit is going to need those same bonuses to survive or make it truly effective, but not when faced with a single threat that requires a temporary boost to the unit's abilities. In such cases, a temporary Combat Unit Enchantment may be more cost-effective (see above).

Targeting Restrictions Edit

Unit Enchantments are cast by a wizard on his own units (for the reverse, see Unit Curses). Therefore, the targeted unit will never Resist the spell (it has no reason to), and its protective abilities if any will not block the spell.

For example, a unit with Magic Immunity will block enemy Unit Curses from affecting it, but will allow Unit Enchantments to affect it without problems.

A Unit Enchantment may not be cast on a unit that already possesses the same enchantment. For example, if a unit is affected by Iron Skin, it may not be enchanted with the same spell again until the first Iron Skin is removed. Note that it doesn't matter which version of the spell is affecting the unit (i.e. overland/combat) - the unit cannot take two instances of the same spell simultaneously.

Furthermore, many Unit Enchantments can only target specific types of units - particularly Normal Units and Heroes. With such spells, the game will refuse to target a unit that does not answer the spell's criteria.

The Enchantment Icon Edit

Once a unit is affected by a Unit Enchantment, 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 Enchantment icons can be distinguished from other icons by their background: they will always appear with a purple background. On occasion, a Unit Enchantment may add two icons instead of one, indicating a further set of abilities granted to the unit.

As explained above for Overland Unit Enchantments, this Unit Enchantment's icon can be clicked to cancel the spell.

Getting Rid of Unit Enchantments Edit

There are up to 4 different ways for a Unit Enchantment to dissipate, though the number of available methods depend on whether or not the target unit is affected by the overland version or combat version of the enchantment.

Canceling a Unit Enchantment Edit

The owner of a Unit Enchantment can voluntarily cancel it, by opening the unit's details panel, finding the icon representing the Unit Enchantment he wishes to remove, and then clicking on it.

This is only possible while on the overland map, and thus can only remove the overland version of a Unit Enchantment. During combat, it is not possible to cancel any Unit Enchantment regardless of which version it is.

Dissipation due to Lack of Mana Edit

The overland version of any Unit Enchantment will require an Upkeep Cost, to be paid in Icon Mana.png Mana at the start of each turn.

If the wizard's Icon Mana.png Mana pool runs dry, and there is not enough Mana left to pay the cost of the spell, it will dissipate entirely.

Note that combat versions of Unit Enchantments do not have any Upkeep Costs, as they don't carry over to the campaign map.

Dispel Magic Edit

Enemy wizards may cast the Dispel Magic spell on a unit to attempt to remove each and every Unit Enchantment affecting it.

Dispel Magic can only be cast during combat, and must be targeted at the unit whose enchantments are to be removed. The spell makes a separate dispelling attempt against each Unit Enchantment, 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 Dispel Magic itself (including any extra Icon Mana.png Mana placed into it to make it stronger).

Dispel Magic can remove both the overland and combat versions of any Unit Enchantment. In both cases the removal is permanent - the Unit Enchantment and its bonuses disappear immediately and completely.

Some Icon Sorcery.pngSorcery-wielding wizards can cast a much-more powerful version of Dispel Magic, called Dispel Magic True. This spell has a higher chance of success at dispelling Unit Enchantments.

Disenchant Area Edit

Enemy wizards may cast the Disenchant Area spell in an attempt to remove all Unit Enchantments from an entire army or stack of units simultaneously.

Disenchant Area can be cast on the overland map, where it is targeted at an army stack. In this case it will attempt to remove each Unit Enchantment affecting any unit in the stack. Naturally, since this is occurring on the overland map, it can only remove overland versions of Unit Enchantments.

Disenchant Area can also be cast during combat, in which case it will attempt to remove all Unit Enchantments from each and every enemy unit on the battlefield. It requires no target - it automatically chooses its own targets. A Disenchant Area spell can remove both overland and combat versions of any Unit Enchantments it finds.

The spell makes a separate dispelling attempt against each Unit Enchantment, 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 Icon Mana.png Mana placed into it to make it stronger).

Some Icon Sorcery.pngSorcery-wielding wizards can cast a much-more powerful version of Disenchant Area, called Disenchant True. This spell has a higher chance of success at dispelling Unit Enchantments.

Note that Disenchant Area can also be used to remove other types of Enchantments as well as Curses. Read the spell's article for more details.

Effects Edit

Unit Enchantments can serve different functions, but will generally cause one or more of the following effects:

  1. Increasing the unit's combat properties, such as Melee Attack strength, Defense score, Resistance, and so on.
  2. Enabling the unit to use a new combat ability, such as Plane Shift, Invisibility, and so on.
  3. Protecting the unit from damage, or altering the rules of the game to increase this specific unit's survivability.

In all cases, a Unit Enchantment applies its bonuses to the specific targeted unit. For spells that affect more the one unit simultaneously, see Combat Enchantment and Global Enchantment.

Combat Properties Edit

Each combat property has at least one Unit Enchantment that enhances it by at least a small amount.

Combat Properties include:

Note that if a unit lacks a certain attack, Unit Enchantments that increase that attack's strength do not enable the unit to use that attack nor increase its strength. For example, a unit lacking a Ranged Attack will not suddenly acquire one when affected by a spell that gives Ranged Attack bonuses.

There is no known upper limit to any of the above combat properties. 255 is the theoretical upper limit, but is impossible to reach without altering the game files.

Unit Abilities Edit

Several Unit Enchantments work by adding a new ability to the unit that it did not previously have.

Unit abilities are listed in the bottom portion of the unit's details panel. This is the same place where the Unit Enchantment's own icon will appear. On occasion, the ability added by the Unit Enchantment will also appear here. To distinguish between innate abilities (which the unit possesses by default) and magical abilities (which it gained through Unit Enchantments), look at the color of the icon: yellow indicates innate abilities, while purple indicates magical ones.

Examples of abilities that can be added through a Unit Enchantment include Invisibility, Regeneration, Illusions Immunity, and several others.

A unit may never have two instances of the same ability. If it already possesses some ability, and then is affected by a Unit Enchantment that grants the same ability, then no new ability is added.

Protection and Other Effects Edit

Some Unit Enchantments do not change a unit's properties at all. Instead, they provide some sort of protective effect that is unique to that specific enchantment.

For example, the Invulnerability spell will automatically block Icon Damage.png 2 points of damage from any attack direct at the enchanted unit. This is a completely irregular alteration to the rules of the game itself, meant to protect the unit from harm. There is no equivalent effect bestowed by any innate unit property or ability, and no other spell bestows the same effect.

Some Unit Enchantments alter the rules of the game in a much more profound way, to make the enchanted unit stronger. A good example is the Haste spell, which allows the unit to make 2 attacks in rapid succession instead of the normal 1, whenever the unit is ordered to attack. Again, no other spell or innate ability allows this.

Temporary and Permanent Effects Edit

The majority of Unit Enchantments provide completely temporary effects. This means that whatever bonuses are bestowed on a unit will only last as long as the Unit Enchantment remains in play. If the enchantment is ever removed, its effects will disappear immediately.

A few Unit Enchantments will alter the unit permanently in one or more ways. In this case, it may be completely impossible to cancel and/or remove the spell in any way. A good example is the Black Channels spell, which permanently turns a unit from a Normal Unit type into an Undead type. This cannot be undone by the caster nor his rivals.

List of Unit Enchantments Edit

The list below details each of the 34 Unit Enchantments available in the game.

Name Realm Rarity Cost Combat
Cost
Upkeep Research Short Description
Bless Icon Life.pngLife Common 25 5 1 20 Target unit receives Icon Defense.png +3 and Icon Resist.png +3 against all spells and creatures from the Icon Death.pngDeath and Icon Chaos.pngChaos realms.
Endurance Icon Life.pngLife Common 30 -- 1 60 Target unit receives +1 Movement Allowance.
Heroism Icon Life.pngLife Common 100 20 2 250 Target unit is temporarily considered to have an Experience Level of "Elite".
Holy Armor Icon Life.pngLife Common 90 18 2 130 Target Normal Unit or Hero receives Icon Defense.png +2.
Holy Weapon Icon Life.pngLife Common 50 10 1 80 Target Normal Unit or Hero receives a Icon Melee Magic.png Magical Melee Attack and a Icon ToHit.png +10% To Hit bonus.
Invulnerability Icon Life.pngLife Rare 200 40 5 1040 The first two Icon Damage.png Damage points the enchanted unit suffers from any source are automatically blocked. The unit also gains Weapon Immunity.
Lionheart Icon Life.pngLife Rare 200 40 4 880 Target unit receives +3 to Melee Attack, Ranged Attack, Defense, Resistance, Hit Points, and to Thrown Attack if already present.
Planar Travel Icon Life.pngLife Uncommon 150 -- 5 680 Target unit receives the Plane Shift ability, and may now cross freely between the Planes.
Righteousness Icon Life.pngLife Rare 200 40 2 1120 Target unit becomes invulnerable to almost all Icon Death.pngDeath and Icon Chaos.pngChaos spells in the game.
True Sight Icon Life.pngLife Uncommon 100 20 2 300 Target friendly unit receives the Illusions Immunity ability.
Elemental Armor Icon Nature.pngNature Rare 175 35 5 880 Protects a unit from Icon Nature.pngNature and Icon Chaos.pngChaos monsters and spells.
Giant Strength Icon Nature.pngNature Common 40 8 1 80 Increases a unit's Melee Attack strength by Icon Melee Normal.png +1.
Iron Skin Icon Nature.pngNature Rare 200 40 5 1120 Increases a unit's Defense score by Icon Defense.png +5.
Path Finding Icon Nature.pngNature Uncommon 50 -- 1 560 Target Icon Movement GroundWalking unit moves across the overland map at the cost of 1/2 Movement Points per tile.
Regeneration Icon Nature.pngNature Very Rare 300 60 10 1850 The unit is healed by Icon Hits.png 1 each combat turn, and fully healed when its army stack wins any battle.
Resist Elements Icon Nature.pngNature Common 25 5 1 40 The unit receives Icon Resist.png +3 against Icon Nature.pngNature and Icon Chaos.pngChaos spells and effects, and Icon Defense.png +3 against Icon Ranged Magic.png Magical Attacks.
Stone Skin Icon Nature.pngNature Common 50 10 1 160 Increases a unit's Defense score by Icon Defense.png +1.
Water Walking Icon Nature.pngNature Common 50 -- 1 190 Allows a Icon Movement GroundWalking unit to also Icon Movement WaterSwim.
Flight Icon Sorcery.pngSorcery Uncommon 125 25 3 560 Target unit gains Icon Movement AirFlying ability. Scouting range may also increase.
Guardian Wind Icon Sorcery.pngSorcery Common 50 10 2 80 Target unit gains Missile Immunity.
Haste Icon Sorcery.pngSorcery Rare -- 50 -- 1700 Unit's Movement Allowance is doubled. Each time it is ordered to attack, it makes two consecutive attacks automatically.
Invisibility Icon Sorcery.pngSorcery Rare 175 35 10 960 Target unit gains the Invisibility ability. It is harder to hit and harder to detect.
Magic Immunity Icon Sorcery.pngSorcery Rare 250 50 5 1600 Target unit gains Magic Immunity, becoming invulnerable to most enemy spells and many Special Attacks.
Resist Magic Icon Sorcery.pngSorcery Common 25 5 1 20 Target unit receives Icon Resist.png +5 Resistance.
Spell Lock Icon Sorcery.pngSorcery Uncommon 100 20 1 450 Spell Lock must be dispelled from the unit before any other Unit Enchantments can be dispelled. Spell Lock itself is very hard to dispel.
Wind Walking Icon Sorcery.pngSorcery Rare 250 -- 10 1040 The enchanted unit (and any stack it bands with) can Fly at a rate of at least Icon Movement Air3.
Chaos Channels Icon Chaos.pngChaos Uncommon 50 -- -- 400 Turns a Normal Unit into a Fantastic Unit associated with the Icon Chaos.pngChaos Realm, and gives it one of three possible permanent bonuses.
Eldritch Weapon Icon Chaos.pngChaos Common 75 15 1 130 Target Normal Unit or Hero receives a Icon Melee Magic.png Magical Melee Attack, and then inflicts penalties on its enemies' Defense rolls.
Flame Blade Icon Chaos.pngChaos Uncommon 125 25 2 450 Target friendly Normal Unit or Hero receives a Icon Melee Magic.png Magical Melee Attack and +2 bonuses to various attack strengths.
Immolation Icon Chaos.pngChaos Uncommon 150 30 2 740 Gives the target unit a Touch Attack delivering 4 points of Immolation Damage.
Berserk Icon Death.pngDeath Uncommon -- 30 -- 740 Doubles a unit's Melee Attack strength but sets its Defense to Icon Defense.png 0, for the duration of the battle.
Black Channels Icon Death.pngDeath Uncommon 100 -- 1 500 Target friendly Normal Unit or Hero receives a +1 bonus to several combat properties, and is permanently turned into an Undead unit.
Cloak of Fear Icon Death.pngDeath Common 60 12 1 80 Every Icon Figure.png figure in the enemy unit must make a Resistance roll, failure means that the figure cannot inflict any damage on the unit.
Wraith Form Icon Death.pngDeath Rare 150 30 3 880 Target unit gains the Non-Corporeal ability.

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