Master of Magic/Wizards and spells

What Wizard you select to play as will affect the available races and research-able spells. This affects what buildings you may have at your disposal, what fantasy creatures you can use, what upgrades you can give to your units, and what offensive and defensive spells you will have available.

Ariel

 * Magic
 * 10 Life


 * Abilities
 * Charismatic

Freya

 * Magic
 * 10 Nature


 * Abilities
 * Nature Mastery

Horus

 * Magic
 * 5 Life
 * 5 Sorcery


 * Abilities
 * Archmage

Jafar

 * Magic
 * 10 Sorcery


 * Abilities
 * Alchemy

Kali

 * Magic
 * 5 Sorcery
 * 5 Death


 * Abilities
 * Artificer

Lo Pan

 * Magic
 * 5 Sorcery
 * 5 Chaos


 * Abilities
 * Channeler

Merlin

 * Magic
 * 5 Life
 * 5 Nature


 * Abilities
 * Sage Master

Oberic

 * Magic
 * 5 Nature
 * 5 Chaos


 * Abilities
 * Mana Focusing

Raven

 * Magic
 * 6 Sorcery
 * 5 Nature


 * Abilities
 * None

Rjak

 * Magic
 * 9 Death


 * Abilities
 * Infernal Power

Sharee

 * Magic
 * 5 Death
 * 5 Chaos


 * Abilities
 * Conjurer

Sss'ra

 * Magic
 * 4 Life
 * 4 Chaos


 * Abilities
 * Myrran

Tauron

 * Magic
 * 10 Chaos


 * Abilities
 * Chaos Mastery

Tlaloc

 * Magic
 * 4 Nature
 * 5 Death


 * Abilities
 * Warlord

Custom
Instead of choosing one of the ready-made wizards, you can custom-make your own. When doing so, you will pick the portrait of one of the wizards (this wizard will not appear as an enemy during the game), but instead of their normal skills, you will receive eleven "picks", which you can use to buy spell books and abilities.

Each spell book costs one pick. You can choose any combination, except you can't have both Life and Death spell books.

Abilities have differing costs, according to their strength. Some abilities require you to have certain spell books, e.g. in order to have Nature Mastery, you must have at least 4 Nature spell books.