Instant Spell is a Spell Type, or category of spells, in Master of Magic. It is essentially the group of overland spells that do not require continuous investment of Icon Mana.png Mana to maintain. In other words, an Instant Spell may leave a lasting impact, but the spell itself disappears completely once cast. While this is akin to the behaviour of Summoning Spells - and is very different from enchantments -, the units that are conjured by spells generally also do have an Upkeep Cost.

By definition, all Instant Spells can be cast on the overland map, and the majority of them must be targeted at a specific asset (unit, Town, or something else). A few Instant Spells are targeted at other Wizards, using special interfaces unique to these spells. There are also 3 that may be cast during combat as well, which means that they can also double as Combat Instants.

There are a total of 37 Instant Spells in Master of Magic spread across the different Realms. Most of the game's Icon Arcane.pngArcane spells, including the fabled Icon Arcane.pngSpell of Mastery, belong to this category, leaving this Realm with just one fewer Instant Spell than Icon Nature.pngNature or Icon Sorcery.pngSorcery, both of which have 8. The Icon Life.pngLife Realm invests heavily into enchantments instead, and has the fewest: only 2.

Usage Edit

All Instant Spells are designed to be cast on the overland map. However, three of them may also be cast during battles, these are: Icon Arcane.pngDisenchant Area, Icon Sorcery.pngDisenchant True, and Icon Sorcery.pngWord of Recall. As noted below, the first two of these normally target a map tile, and in combat will instead affect the entire battlefield, while the last one works the same way as on the campaign map, targeting a single unit.

Instant Spells run the gamut of Casting Costs, with some being incredibly cheap, and others extremely expensive. In all cases however, Instant Spells have absolutely no Upkeep Costs, as the spell itself ceases to exist after it has applied its intended effect. Since the spell dissipates after casting, it cannot be "canceled" voluntarily by the caster, nor can it be dispelled by rival Wizards. Still, this does not mean that the effect cannot be undone - in fact, most Instant Spell effects are reversible in one way or another. They can also be countered as normal as they are being cast.

In addition, there are two Instant Spells that do indirectly incur an Upkeep Cost, either by creating (Icon Nature.pngWall of Stone), or appropriating (Icon Sorcery.pngSpell Binding), an asset that naturally has one. Furthermore, casting Icon Death.pngLycanthropy on a unit will remove whatever Upkeep it used to have, and replace it with a pre-set Icon Mana.png 5.

Targeting Edit

Most Instant Spells require a target, upon which they will inflict their effects. Due to the way this group is defined, the variety of target types for Instant Spells is the widest of any spell category. It can be anything from individual units, to rival Wizards, or even the terrain itself. As such, these spells are targeted in a number of different ways. Selecting an invalid target will typically cause an error message, but the game will usually allow the player to choose a different one. Occasionally however, an "invalid" target can be selected, except the spell will have no effect on it, and ends up wasting its entire Casting Cost for nothing.

City Spells Edit

Some of the most straightforward Instant Spells to target are those that affect Towns. Icon Nature.pngEarthquake and Icon Chaos.pngCall the Void are both destructive spells that need to be cast on a rival Settlement. In contrast, Icon Arcane.pngSummoning Circle, Icon Nature.pngMove Fortress, and Icon Nature.pngWall of Stone may only target the player's own Towns. Finally, selecting a friendly City is also ultimately required upon casting the special Icon Arcane.pngSpell of Return.

Unit Spells Edit

Icon Chaos.pngChaos Channels, Icon Death.pngLycanthropy, and Icon Sorcery.pngWord of Recall all require individual units as targets, and are thus a little trickier to cast. That is, if the unit is grouped with other units, the stack needs to be clicked on first to bring up the list view of all the units inside; much like targeting a Unit Enchantment. Icon Sorcery.pngWord of Recall is also castable in combat though, in which case choosing its target is a matter of a simple click. All three spells can only be used on the caster's own units.

Army Spells Edit

These represent a crossover between the Instant Spells that must be cast on a tile (see below), and those that target units. They have to be targeted at a map tile containing at least one unit, but if there are more there, these spells will affect every unit in the target army. Icon Life.pngPlane Shift and Icon Nature.pngNature's Cures need to be cast on the caster's own armies, while Icon Sorcery.pngStasis has to target an enemy or rival's stack.

Tile Spells Edit

The largest subgroup of Instant Spells in terms of targeting must be cast on a selected tile on the overland map, and will affect every valid target on that tile. Only five of these spells have a casting condition however, meaning that it is entirely possible to cast the rest of them in a way that will have no effect, wasting their entire Casting Cost.
Icon Nature.pngTransmute and Icon Death.pngWarp Node have the strictest requirements out of these: the former must target a tile with a Mineral resource that it can alter, while the latter can only be cast on a tile with an occupied, but not yet warped, magical Node. The other 3 spells like these that may not target simply any tile are Icon Nature.pngChange Terrain, Icon Chaos.pngRaise Volcano, and Icon Chaos.pngCorruption; mostly because not all terrain types are valid targets for them.
Icon Arcane.pngDisenchant Area and Icon Sorcery.pngDisenchant True deserve a special mention here, as they may also be cast during combat to affect the tile that the battle is taking place on. They will then attempt to remove every opposing spell, just like they would if cast overland. However, when cast in combat, this will also include any Combat Enchantments cast by the opponent, in addition to any Unit Curses affecting the caster's own units. On the other hand, both spells can be "mis-targeted", and cast on tiles with no active hostile spells.
Icon Nature.pngIce Storm, Icon Chaos.pngFire Storm, and Icon Death.pngBlack Wind are designed to damage or outright kill rival units on the target tile. However, their targeting does not require there to be any such units on the tile. Similarly, Icon Nature.pngEarth Lore is possible to cast even if there are no un-scouted map tiles in its range; and Icon Sorcery.pngEnchant Road also does not check whether there are any Roads at all in its area of effect.

Targeting Wizards Edit

Spells that take another Wizard as a target have a special interface to accomplish this. This is essentially a pop-up window displaying the four other Wizards in gems identical to those visible on the Magic Screen. Just like there, the gemstones for uncontacted Wizards appear grey, and those of defeated players are shattered. As such, spells that are targeted at Wizards can only be cast on those who are currently active in the game, and with whom contact has already been established. The game will even warn the player if they are attempting to start casting one of these spells when there are no valid targets. However, if this is ignored, and there are still no active contacted Wizards when the casting is finished, the spell will fizzle and have no effect.
While the targeting interface is the same for all 4 Instant Spells that target another player, the information they display during the selection can be different. Icon Death.pngCruel Unminding, Icon Death.pngDrain Power, and Icon Death.pngSubversion all show the caster's current Visible Relation with the target under their gems. Icon Sorcery.pngSpell Blast instead displays the spell they are currently casting, in addition to showing the amount of Icon Mana.png Mana they have already channeled into it, when mousing over one of the valid target Wizards. This is important because this is the amount that the caster needs to spend (immediately) to successfully counter the spell. It is also worth noting that the portait gems can be right-clicked from this interface the same way that they can from the Magic Screen, to view the profile of the depicted Wizard. This may be useful for choosing the best possible target, for instance, in the case of Icon Death.pngDrain Power.

Global Enchantments Edit

Icon Arcane.pngDisjunction, Icon Sorcery.pngDisjunction True, and Icon Sorcery.pngSpell Binding all use the same custom interface designed for selecting a single Global Enchantment as a target. This shows the portrait gems of the other four Wizards, followed by a scrollable list of their active Global Enchantments. Unlike the window used to select target Wizards, this screen does display the colors and portaits of players with whom contact has not yet been established, but only if they have at least one active Global Enchantment. This is understandable considering that the game also shows their name when they successfully complete casting one. However, the gems can not be right-clicked to query the profile traits of Wizards from this interface.

Item Crafting Edit

Main article: Item Crafting
The Icon Arcane.pngEnchant Item and Icon Arcane.pngCreate Artifact spells are both used to create Magical Items. Neither of them are targeted in a conventional way. When selecting these spells for casting, the player is prompted to design the item they wish to craft, before being allowed to start channeling the spell (this also determines its Casting Cost). Upon successful completion, the Items Screen will automatically open, with the newly created item placed on the mouse cursor. It can then either be deposited in the Fortress vault, broken down immediately, or distributed to a Hero. The item is considered to be located at the player's capital for the purposes of transportation costs, meaning that an extra Icon Mana.png 20 will need to be paid to give it to any Hero who is not garrisoned there.

Resurrection Edit

Icon Life.pngResurrection has a unique effect with an interface not shared with any other spell. It needs to target a deceased Hero who has died in the caster's service. The game will warn about casting this spell when there are no dead Heroes, although it does not stop the player from doing so anyway. When the casting is complete, a list of all valid Heroes will appear in a new window, from where the target can be selected. Unfortunately, their statistics can not be viewed before choosing.

Automatic Targets Edit

Finally, there are also 3 Instant Spells require no targeting at all. Instead, they automatically seek out all valid targets on the overland map. Icon Death.pngBlack Wind affects every Normal Unit on both Arcanus and Myrror, while Icon Sorcery.pngGreat Unsummoning targets each Fantastic Unit. Apart from these, the only other Instant Spell that does not need a target is the Icon Arcane.pngSpell of Mastery.

Effects Edit

As can be expected from the diverse targeting rules described above, Instant Spells also have widely-varied effects. Unfortunately, they cannot be generalized in any meaningful way apart from the targets they take. Instead, the exact effects of each Instant Spell are explained in great detail within their articles on this wiki, and both the in-game help and the table below contain a brief summary of these effects.

List of Instant Spells Edit

The following list details all 37 Instant Spells available in the game.

Name Realm Rarity Cast Research Short Description
Create Artifact Icon Arcane.pngArcane -- Varies 1000 Creates a customized Magical Item with up to 4 attributes. Casting Cost depends on the value of the item.
Disenchant Area Icon Arcane.pngArcane -- 50+ 300 Attempts to dispel all enemy-cast spells on every asset on the target tile (or on the entire battlefield).
Disjunction Icon Arcane.pngArcane -- 200+ 750 Attempts to dispel one enemy-controlled Global Enchantment.
Enchant Item Icon Arcane.pngArcane -- Varies 450 Creates one customized Magical Item with up to 4 properties, each of which is individually limited to a maximum cost of Icon Mana.png 200.
Spell of Mastery Icon Arcane.pngArcane -- 5000 up to 60000 The caster wins the game immediately, and receives +250 points to their Score.
Spell of Return Icon Arcane.pngArcane -- 1000 20 The caster returns from Banishment. His/her new Fortress and Summoning Circle are placed in the targeted Town.
Summoning Circle Icon Arcane.pngArcane -- 50 150 Moves the caster's Summoning Circle to the target Town.
Plane Shift Icon Life.pngLife Uncommon 125 350 Target friendly stack is teleported to the corresponding coordinates on the other Plane, if possible.
Resurrection Icon Life.pngLife Uncommon 250 400 Returns one dead Hero to life, with all of their combat properties intact, but no equipment.
Change Terrain Icon Nature.pngNature Uncommon 50 500 Changes the Terrain type of the target overland tile.
Earth Lore Icon Nature.pngNature Common 30 250 Reveals a large section of the overland map.
Earthquake Icon Nature.pngNature Rare 200 1300 Randomly destroys units and Town Buildings in the target Town.
Ice Storm Icon Nature.pngNature Rare 200 1200 Strikes all enemy units on the target tile with a Strength Icon Ranged Magic.png 6 Area Damage Cold attack.
Move Fortress Icon Nature.pngNature Rare 200 1500 Moves the player's Fortress to the target Town.
Nature's Cures Icon Nature.pngNature Uncommon 75 740 Instantly restores all units in a targeted stack to full Icon Hits.png Hit Points.
Transmute Icon Nature.pngNature Uncommon 60 680 Transforms a target Mineral into a different type of Mineral.
Wall of Stone Icon Nature.pngNature Common 50 60 Instantly constructs permanent City Walls around the target Town.
Disenchant True Icon Sorcery.pngSorcery Uncommon 50+ 350 Attempts to dispel all rival spells on a target tile. Dispel Strength is three times that of a Icon Arcane.pngDisenchant Area spell.
Disjunction True Icon Sorcery.pngSorcery Rare 200+ 880 Attempts to dispel a rival's Global Enchantment. Dispel Strength is three times that of a Icon Arcane.pngDisjunction spell.
Enchant Road Icon Sorcery.pngSorcery Uncommon 100 500 Turns all normal Roads in a 5x5 area of the overland map into Enchanted Roads.
Great Unsummoning Icon Sorcery.pngSorcery Very Rare 1000 3000 Every Fantastic Unit on the overland map must Resist at Icon SpellSave.png -3 or be destroyed.
Spell Binding Icon Sorcery.pngSorcery Very Rare 1000 3500 Attempts to steal a Global Enchantment controlled by a rival Wizard.
Spell Blast Icon Sorcery.pngSorcery Uncommon 50+ 680 Counters a spell as it is being cast by a rival Wizard. Requires instant expenditure of extra Icon Mana.png Mana equal to that already channeled into the spell.
Stasis Icon Sorcery.pngSorcery Rare 250 1500 All enemy units in the targeted stack must Resist at Icon SpellSave.png -5 or be stuck in place until they manage to Resist successfully.
Word of Recall Icon Sorcery.pngSorcery Common 20 160 Teleports the target unit to the Town currently containing the caster's Summoning Circle.
Call the Void Icon Chaos.pngChaos Very Rare 500 5000 Causes massive damage to a target enemy Town, its Town Buildings, and garrisoned units; and Icon Chaos.pngCorrupts the surrounding area.
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.
Corruption Icon Chaos.pngChaos Common 40 100 Causes a targeted land tile to become Corrupted.
Fire Storm Icon Chaos.pngChaos Rare 250 1400 Strikes each enemy unit on the target tile with an Immolation Damage attack of Strength Icon Ranged Magic.png 8.
Raise Volcano Icon Chaos.pngChaos Uncommon 200 680 Transforms a target terrain tile into a Volcano. The caster gains Icon Power.png +1 Power while this Volcano exists.
Black Wind Icon Death.pngDeath Rare 200 1400 Each Icon Figure.png figure in each unit on the target tile must Resist at Icon SpellSave.png -1 or be destroyed.
Cruel Unminding Icon Death.pngDeath Very Rare 250 1850 Target rival Wizard loses 1-10% off his current Spell Casting Skill.
Death Wish Icon Death.pngDeath Very Rare 500 5000 Every enemy Normal Unit and Hero anywhere in the world must Resist or be destroyed.
Drain Power Icon Death.pngDeath Uncommon 50 300 Target rival Wizard randomly loses between Icon Mana.png 50-Icon Mana.png 150.
Lycanthropy Icon Death.pngDeath Uncommon 180 400 Transforms a Normal Unit into a Icon MultiFigureUnit.png 6-figure Icon Death.pngWerewolves unit.
Subversion Icon Death.pngDeath Uncommon 100 620 Diplomatic Relations between the target Wizard and all other players deteriorate by -25 points.
Warp Node Icon Death.pngDeath Rare 75 1300 Target Node decreases its owner's Power by Icon Power.png -5 instead of increasing it. A warped node may not change owners.