Master of Magic/Abilities

Abilities give your wizard special powers in addition to their spell books. Some abilities are tied to a particular type of magic, whereas others are general.

Alchemy
Cost: 1 pick Allows transmutation of gold/mana at 1:1 ratio, instead of 2:1. All units built in cities receive magic weapons.

Warlord
Cost: 2 picks All units gain one level. This allows units to reach ultra-elite level.

Channeler
Cost: 2 picks Wizard can cast combat spells as if they took place at his tower. Reduces spell maintenance cost by half.

Archmage
Cost: 1 pick Increases wizards starting skill by 10 and adds a 50% bonus to all mana spent on increasing skill. The wizard's spells are twice as hard to dispel as normal.

Artificer
Cost: 1 pick Reduces cost of item creation by 50%. Wizard starts game with Create Magic Item and Create Artifact spells.

Conjurer
Cost: 1 pick Reduces casting and research cost of summoning spells and summoned creature maintenance cost by 25%.

Sage Master
Cost: 1 pick Increases research speed of all spells by 25%.

Myrran
Cost: 3 picks Wizard starts in Myrror and may pick an unusual starting race. Wizard's Fortress generates an extra 5 mana.

Divine Power
Cost: 2 pick Increases power and pacifying effects of Shrines, Temples, Parthenons and Cathedrals by 50% Wizard must have at least 4 Life spell books to take this ability.

Famous
Cost: 2 picks Wizard starts with 10 Fame and has double chance of hiring heroes, mercenaries and buying magical items.

Runemaster
Cost: 1 pick The power of all dispel type spells are doubled. Gives 25% bonus to researching and 25% reduction in casting cost of arcane spells. Wizard must have two spell books in each of any three realm to have this ability.

Charismatic
Cost: 1 pick Reduces cost of hiring heroes and mercenaries and buying magical items by half. In diplomacy, all penalties are halved and all bonuses doubled.

Chaos Mastery
Cost: 1 pick Gives 15% bonus to research and 15% reduction to casting cost of Chaos spells. Chaos spells cast by the wizard are twice as hard to dispel as normal. Power from Chaos nodes is doubled. The wizard must have at least 4 Chaos spell books to take this ability.

Nature Mastery
Cost: 1 pick Gives 15% bonus to research and 15% reduction to casting cost of Nature spells. Nature spells cast by the wizard are twice as hard to dispel as normal. Power from Nature nodes is doubled. The wizard must have at least 4 Nature spell books to take this ability.

Sorcery Mastery
Cost: 1 pick Gives 15% bonus to research and 15% reduction to casting cost of Sorcery spells. Sorcery spells cast by the wizard are twice as hard to dispel as normal. Power from Sorcery nodes is doubled. The wizard must have at least 4 Sorcery spell books to take this ability.

Infernal Power
Cost: 2 pick Increases power and pacifying effects of Shrines, Temples, Parthenons and Cathedrals by 50% Wizard must have at least 4 Death spell books to take this ability.

Mana Focusing
Cost: 1 pick Increasses mana obtained from power by 25%

Node Mastery
Cost: 1 pick Doubles all power obtained from nodes. The wizard is immune to the dispelling power of nodes. Wizard must have at least one spell book in Nature, Sorcery and Chaos magic.