Master of Magic: ================ Difficulty: Intro / Easy / Normal / Hard / Impossible Opponents: One / Two / Three / Four Land Size: Small / Medium / Large Magic: Weak / Normal / Powerful With difficulty Intro you may not customize wizard 11 skill/spellbook picks: Skill Picks Requirements Gives Alchemy 1 --- Change gold <-> mana in a 1 to 1 ratio. Gives all units built in cities magic weapons. Warlord 2 --- All units +1 level. Max level increased to Ultra Elite. Channeler 2 --- No extra mana cost for casting spells in battle. Spell maintenance -50%. Archmage 1 4 books in any one realm +10 skill, all spells twice as hard for opponents to dispel. +50% bonus to mana spent on increasing skill. Artificier 1 --- Cost for making magical items -50%. Starts with the Create Magic Item and Create Artifact spells. Conjurer 1 --- Casting and researching summoning spells -25%. Maintenance cost of fantastic creatures -25%. Sage Master 1 Books in 2 different realms Spell research +25%. Myrran 3 --- Begins on Myrran. Can pick any starting race. Fortress generates +5 mana. Divine Power 2 4 Life books Shrines/temples/parthenons/cathedrals give +50% power and pacifying effects. Famous 2 --- +10 fame. Double chance for heroes, mercenaries and magical items Runemaster 1 2 books in 3 different realms Dispel magic double power. Arcane spells +25% to research and -25% to casting. Charismatic 1 --- Pay half for hiring heroes, mercenaries and items. Diplomatic penalties -50%, diplomatic bonuses doubled. Chaos Mastery 1 4 Chaos books Chaos spells: Research +15%, casting cost -15%, twice as hard to dispel. Double power from chaos nodes. Nature Mastery 1 4 Nature books Nature spells: Research +15%, casting cost -15%, twice as hard to dispel. Double power from nature nodes. Sorcery Mastery 1 4 Sorcery books Sorcery spells: Research +15%, casting cost -15%, twice as hard to dispel. Double power from sorcery nodes. Infernal Power 2 4 Death books Shrines/temples/parthenons/cathedrals give +50% power and pacifying effects. Mana Focusing 1 4 books in any one realm Mana obtained from power +25% Node Mastery 1 1 Chaos, 1 Nature, 1 Sorcery Double power obtained from nodes. Immune to node dispelling powers. 1 pick per book. Life and Death magic are mutually exclusive. Each book after the first one gives 1 free common spell. So 10 books gives 9 common spells. 11 books in the same realm gives 1 rare and 2 uncommon spells. Spells: Realm Rarity Name Effects Target Cost Upkeep Text Arcane Common Magic Spirit Creature Summoning n/a 30 1 Summons a magic spirit... Common? Available from start. Arcane Common Dispel Magic Instant Combat Single unit 10+ - Attempts to destroy all enemy enchantments on a unit... Common? Arcane? Arcane Common Summoning Circle Instant Friendly city 50 - Arcane Common Arcane Uncommon Arcane Rare Life Common Bless Life Common Star Fires Life Common Endurance Life Common Holy Weapon Life Common Healing Life Common Holy Armor Life Common Just Cause Life Common True Light Life Common Guardian Spirit Life Common Heroism Life Uncommon True Sight Life Uncommon Plane Shift Life Uncommon Resurrection Life Uncommon Dispel Evil Life Uncommon Planar Seal Life Uncommon Unicorns Life Uncommon Raise Dead Life Uncommon Planar Travel Life Uncommon Heavenly Light Life Uncommon Prayer Life Rare Lionheart Life Rare Incarnation Life Rare Invulnerability Life Rare Righteousness Life Rare Prosperity Life Rare Altar of Battle Life Rare Angel Life Rare Stream of Life Life Rare Mass Healing Life Rare Holy WOrd Death Common Skeletons Death Common Weakness Death Common Dark Rituals Death Common Cloak of Fear Death Common Black Sleep Death Common Ghouls Death Common Life Drain Death Common Terror Death Common Darkness Death Common Mana Leak Death Uncommon Drain Power Death Uncommon Possession Death Uncommon Lycanthropy Death Uncommon Black Prayer Death Uncommon Black Channels Death Uncommon Night Stalker Death Uncommon Subversion Death Uncommon Wall of Darkness Death Uncommon Berserk Death Uncommon Shadow Demons Death Rare Wraith Form Death Rare Wrack Death Rare Evil Presence Death Rare Wraiths Death Rare Cloud of Shadow Death Rare Warp Node Death Rare Black Wind Death Rare Zombie Mastery Death Rare Famine Death Rare Cursed Lands Chaos Common Warp Wood Chaos Common Disrupt Chaos Common Fire Bolt Chaos Common Hell Hounds Chaos Common Corruption Chaos Common Eldritch Weapon Chaos Common Wall of Fire Chaos Common Shatter Chaos Common Warp Creature Chaos Common Fire Elemental Chaos Uncommon Lightning Bolt Chaos Uncommon Fire Giant Chaos Uncommon Chaos Channels Chaos Uncommon Flame Blade Chaos Uncommon Gargoyles Chaos Uncommon Fireball Chaos Uncommon Doom Bat Chaos Uncommon Raise Volcano Chaos Uncommon Immolation Chaos Uncommon Chimeras Chaos Rare Warp Lightning Chaos Rare Metal Fires Chaos Rare Chaos Spawn Chaos Rare Doom Bolt Chaos Rare Magic Vortex Chaos Rare Efreet Chaos Rare Fire Storm Chaos Rare Warp Reality Chaos Rare Flame Strike Chaos Rare Chaos Rift Nature Common Earth to Mud Nature Common Resist Elements Nature Common Wall of Stone Nature Common Giant Strength Nature Common Web Nature Common War Bears Nature Common Stone Skin Nature Common Water Walking Nature Common Sprites Nature Common Earth Lore Nature Uncommon Cracks Call Nature Uncommon Nature's Eye Nature Uncommon Ice Bolt Nature Uncommon Giant Spiders Nature Uncommon Change Terrain Nature Uncommon Path Finding Nature Uncommon Cockatrices Nature Uncommon Transmute Nature Uncommon Nature's Cures Nature Uncommon Basilisk Nature Rare Elemental Armor Nature Rare Petrify Nature Rare Stone Giant Nature Rare Iron Skin Nature Rare Ice Storm Nature Rare Earthquake Nature Rare Gorgons Nature Rare Move Fortress Nature Rare Gaia's Blessing Nature Rare Earth Elemental Sorcery Common Resist Magic Sorcery Common Dispel Magic True Sorcery Common Floating Island Sorcery Common Guardian Wind Sorcery Common Phantom Warriors Sorcery Common Confusion Sorcery Common Word of Recall Sorcery Common Counter Magic Sorcery Common Nagas Sorcery Common Psionic Blast Sorcery Uncommon Blur Sorcery Uncommon Disenchant True Sorcery Uncommon Vertigo Sorcery Uncommon Spell Lock Sorcery Uncommon Enchant Road Sorcery Uncommon Flight Sorcery Uncommon Wind Mastery Sorcery Uncommon Spell Blast Sorcery Uncommon Aura of Majesty Sorcery Uncommon Phantom Beast Sorcery Rare Disjunction True Sorcery Rare Invisibility Sorcery Rare Wind Walking Sorcery Rare Banish Sorcery Rare Storm Giant Sorcery Rare Air Elemental Sorcery Rare Mind Storm Sorcery Rare Stasis Sorcery Rare Magic Immunity Sorcery Rare Haste Races: Farmer gives 2 food and 1/2 production. Worker gives 2 production. Rebelk gives nothing. Realm Name Growth Special Arcanian Barbarian +20 No Animist's Guild, Cathedral, University Arcanian Gnoll -10 No Animist's Guild, Sage's Guild, Armorer's Guild, Maritime Guild, Parthenon Arcanian Halfling Farmers give +1 food. No Armorer's Guild, Stable, Shipyard, University Arcanian High Elf -20 +0.5 power/population. No Parthenon, Maritime Guild Arcanian High Men No Fantastic Stable Arcanian Klackon -10 Workers give +1 production. No Sage's Guild, Shipyard, Temple. If race is Klackon, -2 unrest in klackon cities. Arcanian Lizardman +10 Water walking units. No Animist's Guild, War College, Builder's Hall, Sage's Guild, Parthenon, Ship Wright's Guild Arcanian Nomad -10 +50% road gold bonus. No Maritime Guild, Wizard's Guild Arcanian Orc Myrran Beastmen +0.5 power/population. No Fantastic Stable, Shipyard Myrran Dark Elf -20 No Cathedral, Maritime Guild Myrran Draconian -10 +0.5 power/population. Flying units. No Fantastic Stable, Maritime Guild, Mechanician's Guild Myrran Dwarven -20 Double special mine bonuses and taxed gold. Workers give +1 production. No Parthenon, Shipyard, Stable, University Myrran Troll -20 Regenerating units. No Fantastic Stable, Miner's Guild, Sage's Guild, Shipyard