Full: For 1...49 seconds, all of your elemental attributes are set to 12 and you gain +0...2 Energy regeneration. This enchantment ends if you use a non-elementalist skill.
Concise: (1...49 seconds.) Your elemental attributes are set to 12 and you gain +0...2 Energy regeneration. Ends if you use a non-elementalist skill.
Heroes will only cast Master of Magic during battle; they sometimes cast other spells before setting up the enchantment. To work around this behavior, manually click Master of Magic, and use a covering enchantment (e.g. Aura of Restoration) prior to engaging foes.
Low level characters can maintain this enchantment (and thereby cast powerful elemental magic) after taking advantage of an Elite Tome.
Any attribute bonuses from runes or headgear are negated by this enchantment.
Anomaly!Elemental Lord still affects spells cast under this enchantment. Similarly, the +2 bonus of Glyph of Elemental Power and the +1 bonus from headgear will count if they are applied after Master of Magic is active.