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

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

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

Archmage
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.
 * Cost: 1 pick

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

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

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

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

Divine Power
Increases power and pacifying effects of Shrines, Temples, Parthenons and Cathedrals by 50%
 * Cost: 2 pick

Wizard must have at least 4 Life spell books to take this ability.

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

Runemaster
The power of all dispel type spells are doubled. Gives 25% bonus to researching and 25% reduction in casting cost of arcane spells.
 * Cost: 1 pick

Wizard must have two spell books in each of any three realm to have this ability.

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

Chaos Mastery
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.
 * Cost: 1 pick

The wizard must have at least 4 Chaos spell books to take this ability.

Nature Mastery
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.
 * Cost: 1 pick

The wizard must have at least 4 Nature spell books to take this ability.

Sorcery Mastery
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.
 * Cost: 1 pick

The wizard must have at least 4 Sorcery spell books to take this ability.

Infernal Power
Increases power and pacifying effects of Shrines, Temples, Parthenons and Cathedrals by 50%
 * Cost: 2 pick

Wizard must have at least 4 Death spell books to take this ability.

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

Node Mastery
Doubles all power obtained from nodes. The wizard is immune to the dispelling power of nodes.
 * Cost: 1 pick

Wizard must have at least one spell book in Nature, Sorcery and Chaos magic.