Table of Contents

Enchantment

Enchantment is a school of magic. Its spells bestow magic upon people, places, and/or things.

Compared to the school of Alteration, Enchantment's effects are far less harsh and far more magical. Compared to the school of Thaumaturgy, spells in Enchantment work magic on more of a surface level. For example, when one uses a Thaumaturgy to unwind an Undead being, they do it by manipulating the magic holding them together; meanwhile, when one uses an Enchantment to destroy a Magic Being, they do so by creating opposing magic and laying it upon them for an antimatter-like effect.

Enchantment also contains several "summoning" spells, taking stuff that already exists and making it move. It's one of the big three schools (alongside Conjuration and Alteration), in terms of how many spells one can get from it.

A lot of these spells work Underwater; thus, spells that aren't usable underwater will be noted.

Ench 1

Spell Req Effect Stats
Protection from Fire fire 11 A self-buff.
Uses Fire magic to ward Fire!
5 Fatigue
100% Casting Time
+10 Fire Resistance
Levitate air 11 A self-buff.
Sit a few inches off the ground!
Impossible Underwater
20 Fatigue
100% Casting Time
Floating (Earthquake-immune)
Protection from Lightning air 11 A self-buff.
Uses Lightning magic to ward Lightning!
5 Fatigue
100% Casting Time
+10 Shock Resistance
Trueshot air 11 What does this do, lore-wise?
Probably something eye related.
5 Fatigue
100% Casting Time
Range: 10 Squares
+5 Precision
AOE: 1 Square
Improved Precision (+4 PREC)
Windrunner air 11 A self-buff.
The wind will help you run like it!
10 Fatigue
100% Casting Time
Swiftness (x2 CS)
Protection from Cold water 11 A self-buff.
Uses Ice magic to ward chills!
5 Fatigue
100% Casting Time
+10 Cold Resistance
Strength of Giants earth 22 Gives some fellas a Hill Giant's Strength.
(Err, it tries its best.)
20 Fatigue
100% Casting Time
Range: 5 Squares
AOE: 1 Square
Extra Strength (+4 STR)
Resist Magic astral 11 A self-buff.
Uses Astral magic to ward other magic!
20 Fatigue
100% Casting Time
Magic Resistance (+4 MR)
Animate Skeleton death 11 A combat summon!
Has a fragile-but-competent skeleton
fight for you. Equipment varies.
30 Fatigue
Range: Closest Square
Random Longdead x1
Animate Dead death 11 A combat summon!
Has a tough-but-incompetent zombie
fight for you. Better later in the fight.
20 Fatigue
Range: Closest Square
Random Soulless x1
Reanimation death 11
3deathgem
Finds and adds "life" to ten skeletons.
They'll persist after a battle, as long as
an Undead-leader watches them.
Again, equipment varies.
Ritual
Local
Random Longdead x10
Healing Touch nature 11 Healing magic is under Enchantment!
Perhaps the magic seeps through the skin
to provide relief and such.
20 Fatigue
50% Casting Time
Range: 1 Square
+1 Precision
AOE: One Target
Inanimate negates
30 Pts. of Healing (+10 per )
Protection from Poison nature 11 A self-buff.
Uses Poison magic to ward Poisons!
5 Fatigue
100% Casting Time
+25 Poison Resistance
True Sight glamour 11 AAAAAAA A self-buff.
Gives you magic eyes.
They aren't any sharper,
but they see through Glamour!
5 Fatigue
100% Casting Time
True Sight (Aims true)
False Fetters glamour 22 An offensive enchantment!
This makes magic appear to pin fellas down;
fool them up front, and they're pretty stuck!
10 Fatigue
Range: 15 Squares
AOE: 2 Squares (+1 per )
Base Penetration: 11 ()
Entrapment (MR vs. 20 negates)

Ench 2

Spell Req Effect Stats
Ignite Arrows fire 22 Applies the Flaming Weapons Bless,
even to non-Sacred fellows,
but only to Piercing ranged weapons.
(Bows, Crossbows, Javelins, etc.)
Magic weapons are unaffected, too.
Impossible Underwater
20 Fatigue
100% Casting Time
Range: 10 Squares
AOE: 1 Square
Flaming Arrows
On Fire Weapon Hit: Fire
8 AP Fire DMG
Personal Flight air 11 A self-buff.
Now you can fly!
Impossible Underwater
20 Fatigue
100% Casting Time
Flying
Breath of Winter water 11 A self-buff.
Project cold magic!
(Also comes with Cold Resistance.)
20 Fatigue
100% Casting Time
Chill Aura (+3 Chill, +10 Cold Resistance)
Water Shield water 22 A self-buff.
The currents will block hits for you!
Underwater ONLY
20 Fatigue
100% Casting Time
Water Shield (+5 DEF)
Flying Shield earth 11air 11 A self-buff.
A shield will fly around you!
It'll chip in against 50% of hits.
Impossible Underwater
20 Fatigue
100% Casting Time
Protective Force 20
(50% chance-per-hit of +20 PROT)
Revive King death 11
3deathgem
Reawakens an old king's bones.
His Majesty's mind remains,
due to an age-old desire for
revenge of some sort!
Ritual
Local
Mound King Commander x1
Envenom Arrows nature 11 Applies the Poison Weapons Bless,
even to non-Sacred fellows,
but only to Piercing ranged weapons.
(Bows, Crossbows, Javelins, etc.)
Magic weapons are unaffected, too.
Impossible Underwater
20 Fatigue
100% Casting Time
Range: 10 Squares
AOE: 1 Square
Venomous Arrows
On Poison Weapon DMG: Weak Poison
5 AN Poison DMG
Gift of the Hare nature 11 Speeds some fellas up!
This only impacts Combat Speed.
20 Fatigue
100% Casting Time
Range: 15 Squares
AOE: 1 Square (+1 per )
Swiftness (x2 CS)
Gift of the Serpent nature 11 Protects some fellas from Poison.
Are snakes really immune to
venom? Huh.
20 Fatigue
100% Casting Time
Range: 15 Squares
AOE: 1 Square
+10 Poison Resistance
Proud Steed nature 11 Enhances a square of Mounts.
They become quicker and cooler!
20 Fatigue
100% Casting Time
Range: 10 Squares
+2 Precision
AOE: 1 Square
Animal Mounts only
Mindless negates
Pride (+2 DEF, +2 MOR, +2 MR)
Personal Regeneration nature 22 A self-buff.
Gradual self-healing.
For big things, this undoes entire hits;
several hits, for armored ones!
20 Fatigue
100% Casting Time
Undead negates
Inanimate negates
+10 Regeneration (% Healing/turn)
Shroud of Splendor glamour 11fire 11 A self-buff.
They won't lay a finger on you!
10 Fatigue
100% Casting Time
+1 Awe (MOR vs. 11 to attack)

Ench 3

Spell Req Effect Stats
Fire Shield fire 11 A self-buff.
Who would think to attack you?
(Only hits that land get burned, though.)
Impossible Underwater
20 Fatigue
100% Casting Time
+9 Fire Shield (+1 per )
Burns Successful Attackers
(Fire Shield) AP Fire DMG
(Weapon Length reduces DMG)
Lesser Flame Ward fire 22 Gives fellas Fire Resistance.
It's weaker than the prior spell,
but it's still decent.
20 Fatigue
100% Casting Time
Range: 15 Squares
AOE: 1 Square
+5 Fire Resistance
Farflight air 11 Gives some ranged weapons extra range.
Hopefully some of them hit!
Impossible Underwater
20 Fatigue
100% Casting Time
Range: 10 Squares
AOE: 1 Square
Farshot (+50% Missile Weapon Range)
Arrow of the Western Wind air 22 Has Zephyr shoot someone
from your location! Neat, huh?
(This does Magical Pierce Damage.)
Impossible Underwater
Impossible in Caves FIXME
20 Fatigue
50% Casting Time
Range: 50 Squares (+5 per )
+25 Precision
AOE: One Target
20 Pierce DMG (+1 per )
Gift of Flight air 22 Now others can fly!
(In most circumstances.)
Impossible Underwater
20 Fatigue
100% Casting Time
Range: 10 Squares
AOE: 1 Square
Flying
Lesser Thunder Ward air 22 Gives others lightning protection.
It'll hamper Orb Lightning &
Thunder Strike!
20 Fatigue
100% Casting Time
Range: 15 Squares
AOE: 1 Square
+5 Shock Resistance
Seeking Arrow air 33
4airgem
Do you HATE someone?
If you know they're alone,
hit them with this!
It always hits the Chest!
Air Shields block 90% of these, though;
a "magic missile" is still arrow-ish.
Ritual
Range: 3 Provinces (Enemy)
Shoots A Random Commander
Ignores Hiding Commanders
Air Shield negates (90% chance)
8 AN Magic DMG (Chest)
Claymen water 11earth 11
7watergem
Makes some earthen fellows.
These guys haven't been baked,
so they have Reconstruction!
Ritual
Local
Clayman x10 (+½ per )
Lesser Winter Ward water 22 Gives others chill protection.
They won't mind icy auras
anymore!
20 Fatigue
100% Casting Time
Range: 15 Squares
AOE: 1 Square
+5 Cold Resistance
Gift of Giant Strength earth 22 Gives extra fellas extra Strength.
It's a bit taxing!
40 Fatigue
100% Casting Time
Range: 15 Squares
AOE: 3 Squares (+1 per )
Extra Strength (+4 STR)
Astral Shield astral 11 A self-buff.
Knock attackers on their butts!
(If they don't miss, anyway.)
20 Fatigue
100% Casting Time
+13 Astral Shield (+1 per )
Paralyzes Successful Attackers
MR vs. 11 negates ()
Mindless negates
(Astral Shield) Paralysis DMG
(Weapon Length reduces DMG)
Second Sight astral 11death 11 A self-buff.
This grants better sight;
True Sight, but it also
cuts through Darkness.
20 Fatigue
100% Casting Time
Spirit Sight (Unobstructed Vision)
Raise Skeletons death 22 A combat summon!
What beats one skeleton?
A few of them, of course!
40 Fatigue
100% Casting Time
Range: 5 Squares
Random Longdead x3
Create Revenant death 22
9deathgem
Makes a revenant zombie,
by giving an Underworld spirit
a body to live in.
An average body is used, so the spirit
can do death 11 magic without collapsing.
Ritual
Impossible Underwater
Revenant Commander x1
Heal nature 11 Ranged healing.
This doesn't fix Afflictions,
but it mends the little things!
20 Fatigue
100% Casting Time
Range: 15 Squares
+5 Precision
AOE: 1 Square
Inanimate negates
30 Pts. of Healing (+10 per )
Regeneration nature 33 Ludicrously hastened healing.
It's almost too fast,
at least for serious wounds.
Did it miss that your legs broke?
If so, then that's a bummer.
40 Fatigue
100% Casting Time
Range: 15 Squares
AOE: 1 Square
Undead negates
Inanimate negates
+10 Regeneration (% Healing/turn)
Gift of True Sight glamour 11 It's not Spirit Sight,
but it'll do in most cases.
20 Fatigue
100% Casting Time
Range: 10 Squares
AOE: 1 Square
True Sight (Aims true)
Shroud of Bewilderment glamour 22 A self-buff.
Arguably-better elven glamour.
They won't just miss;
they'll hit someone else next!
20 Fatigue
100% Casting Time
Bewildering Shield
Bewilders Attackers
Base Penetration: 11 ()
( 7 against True Sight)
Attack Misses
Bewildered (1 turn of randomness)
Horrible Visage glamour 22death 11 A self-buff.
Grants a scary face,
or at least the illusion of one.
10 Fatigue
100% Casting Time
+5 Dread (Fake Fear Aura)

Ench 4

Spell Req Effect Stats
Terracotta Army fire 11earth 11
9firegem
These claymen are pre-baked…
or at least baked by the caster.
They're pretty though,
but they're also brittle.
Ritual
Local
Terracotta Soldier x15 (+1 per )
Levitate Soldiers air 22 It's like Flying,
at least defensively.
Impossible Underwater
40 Fatigue
100% Casting Time
Range: 15 Squares
AOE: 3 Squares (+1 per )
Floating (Earthquake-immune)
Trueshot Warriors air 22
1airgem
Preps an archer army.
May they hit something!
100 Fatigue
125% Casting Time
Range: 15 Squares
AOE: 20 Squares (+1 per )
Improved Precision (+4 PREC)
Cloud Trapeze air 22
4airgem
Swing across the sky!
This is not Teleporting;
there are some province borders
that you can't fly through.
Ritual
Impossible Underwater
Impossible in Caves
Range: 5 Provinces
Self-Transport
Vile Water water 22
2watergem
A sulfuric gelatin block.
Surprisingly transparent,
at least with no one in it!
Touching this thing is a bad idea.
Ritual
Impossible Underwater
Local
Gelatinous Cube x1
Earth Shatter Hammers earth 22 This makes swings SMASH!
It shakes bones!
Only Bludgeons and Slashes benefit.
NOTE: Equations assume that Net
Entrapment calculations apply
40 Fatigue
100% Casting Time
Range: 15 Squares
AOE: 1 Square
On Slash or Blunt Hit: Stun
S = ( Size - 3) / 4
T = ( STR - 14) / 20
S% chance to negate
T% chance to negate
Stunned (1 rnd. of helplessness)
Shroud of Flying Shards earth 22air 11 A self-buff.
Rocks are lousy Air Shields,
but pretty good at dinging people.
FIXME
20 Fatigue
100% Casting Time
Air Shield (25)
Attacks 6 times per Round
(Bonus Weapon)
1 AP Slash DMG (capped, no STR)
Spell Ward astral 22
1astralpearl
Protects mind & body
from other nefarious spells.
(The mindless also benefit.)
100 Fatigue
125% Casting Time
Range: 15 Squares
AOE: 20 Squares (+1 per )
Magic Resistance (+4 MR)
Astral Healing astral 33
1astralpearl
Puts souls (or minds) to work.
They'll fix their vessels,
if they can manage it!
(One casting only gets so much…)
100 Fatigue
150% Casting Time
100% Battlefield Spell (Friendly)
Mindless negates
Inanimate negates
2 Pts. of Healing
Raise Dead death 22 A combat summon!
Ten or more zombies
should hit something once,
right? Hopefully they do.
(These Corpses cannot be reused.)
40 Fatigue
100% Casting Time
Range: 5 Squares
Random Soulless x10 (+2 per )
Twiceborn death 22
13deathgem+
A self-enhancing ritual.
After the caster dies,
Their body is recovered
so the soul can return.
The result is an Undead fella!
Ritual
Local (Self-Application)
Cost: (10 + Size x 3)deathgem
Various traits negate
Twiceborn
On Death:
Return to Casting Location
Gain +1 (20% chance, max 4)
Transform: Wight Mage
Resurrect (if possible)
Behemoth death 33
7deathgem
A revenant zombie or two,
tasked with an elephant.
The spirits move it by
inhabiting its body as well,
at the cost of being mere
troops without 1. You can't have it all!
Ritual
Impossible Underwater
Local
Behemoth x1
Immaculate Mounts nature 22 Enhances a bunch of Mounts.
They must be animals.
20 Fatigue
100% Casting Time
Range: 10 Squares
+2 Precision
AOE: 3 Squares (+1 per )
Animal Mounts only
Mindless negates
Pride (+2 DEF, +2 MOR, +2 MR)
Poison Ward nature 22
1naturegem
Protects many from Poison!
This'll stop a bunch.
100 Fatigue
125% Casting Time
Range: 15 Squares
AOE: 20 Squares (+1 per )
+10 Poison Resistance
Haste nature 33
1naturegem
Moves fellas' life forces.
They get quick to the punch.
100 Fatigue
125% Casting Time
Range: 15 Squares
AOE: 20 Squares (+1 per )
Inanimate negates
Swiftness (x2 CS)
Serpent Arrows nature 33
1naturegem
Makes arrows act like
little snake-bites!
(Not Asp bites, those are stronger.)
Impossible Underwater
100 Fatigue
125% Casting Time
Range: 15 Squares
AOE: 20 Squares (+1 per )
Venomous Arrows
On Poison Weapon DMG: Weak Poison
5 AN Poison DMG
Gift of Splendor glamour 22fire 11 I thought it'd be "splendour";
not that it matters.
Awe prevents hits before they're attempted!
10 Fatigue
100% Casting Time
Range: 10 Squares
AOE: 1 Square
+1 Awe (MOR vs. 11 to attack)
Simulacrum glamour 33
20glamourgem
A self-enhancing ritual.
Effectively the Clone spell from D&D,
4-5 spell levels early!
Your copy is made of dreams,
so "death" pulls your soul to Dreamland,
where it might get lost…
Ritual
Local (Self-Application)
Simulacrum
On Death:
Return to Casting Location
Each Turn After Death: The Journey
M = # of turns since Death
C = 160 / (2 to the Mth power)
Resurrect (C% chance, if possible)
(Limit 1 Resurrection per cast)
Never Works if M ≥ 12
(or after the province changes hands)

Ench 5

Spell Req Effect Stats
Flame Ward fire 22
1firegem
Doles out Fire Resistance.
This doesn't stack!
100 Fatigue
125% Casting Time
Range: 15 Squares
AOE: 20 Squares (+1 per )
+5 Fire Resistance
Flaming Arrows fire 33
1firegem
Lights arrows on fire,
after they're loosed!
Impossible Underwater
100 Fatigue
125% Casting Time
Range: 15 Squares
AOE: 20 Squares (+1 per )
Flaming Arrows
On Fire Weapon Hit: Fire
8 AP Fire DMG
Farflight Arrows air 22
1airgem
This doesn't just boost arrows;
it boosts other missiles, too.
Impossible Underwater
100 Fatigue
125% Casting Time
Range: 15 Squares
AOE: 20 Squares (+1 per )
Farshot (+50% Missile Weapon Range)
Thunder Ward air 22
1airgem
Doles out Shock Resistance.
Again, no stacking!
100 Fatigue
125% Casting Time
Range: 15 Squares
AOE: 20 Squares (+1 per )
+5 Shock Resistance
Watcher air 33earth 11
5airgem
Makes a statue magical,
and moves it to a high place.
They'll spot guys, though a
mage is needed to order it
to find and zap people.
Ritual
Local
Watcher x1
Trade Wind air 44
10airgem
A province enhancement ritual.
Helps with maritime industries.
Those greedy merchants will
find your port even better!
Ritual
Local
Coasts only
+25% Income
Duration: 1 (+1 per airgem)
(or until the province changes hands)
Giant Strength Warriors earth 33
1earthgem
Gives many fellas Strength!
They'll muscle through…
well… 4 extra Protection!
100 Fatigue
125% Casting Time
Range: 15 Squares
AOE: 20 Squares (+1 per )
Extra Strength (+4 STR)
Weapons of Sharpness earth 33 Makes pokes and cuts sharper!
They'll ignore 50% of a target's
Protection!
40 Fatigue
100% Casting Time
Range: 15 Squares
AOE: 1 Square
Makes Pierces & Slashes AP
Enliven Gargoyles earth 33air 11
12earthgem
Enlivens Gargoyles.
They can FLY!
(Not Underwater, though.)
Ritual
Local
Gargoyle x10 (+½ per )
Ritual of Returning astral 22
3astralpearl
A self-enhancing ritual.
It's an insurance policy!
Get hurt, and you'll be sent back
to the capital, though not from
the Void or other weird Planes.
Ritual
Local (Self-Application)
Returning
On Taking DMG:
Teleport (Capital, once per Casting)
Dispel astral 33
30astralpearl
Do you hate Global Enchantments?
This will knock one at random.
It's a much cheaper avenue
than just casting your own,
and it doesn't require all the slots
to be already filled!
Ritual
Dispel:
Picks a Random Global Enchantment
C = Overcast (max. 100astralpearl per Astral Lv.)
(+5 per )
L = Local Grand Communicant Astral Lvs.
G = Global Overcast (counted differently)
A = C + L + Exploding 1d20
D = G + Exploding 1d20
If A > D, the Global ends
The Eyes of God astral 55
50astralpearl
Speaking of Global Enchantments…
This one will show EVERYTHING!
The "zoom" is closer within the caster's
god's Dominion; otherwise, the finer details
are a fine and colorful blur.
Global Enchantment
Reveals the Whole Map
Just for the Duration:
Reveals Ownership, Forts, Dominion, & Scales
Reveals Discovered Magic Sites
Reveals all Score Graphs
Reveals Hall of Fame Character Sheets
Within Your Dominion:
Reveals Province Attributes
Reveals Troop Counts
Negates Glamour (the trait) Out-of-Battle
Catches Combat Reports
+25 Patrol Strength
In Battle (Friendly Dominion):
Just under 24 Times a Round:
Affects a random 6% of the battlefield
MR vs. 11 negates
No Friendly Fire
Disbelieve (Instakills Illusions)
Gift of Spirit Sight astral 33death 11 Grants better sight to friends.
Everything will glow in the dark!
20 Fatigue
100% Casting Time
Range: 15 Squares
AOE: 1 Square
Spirit Sight (Unobstructed Vision)
Pale Riders death 33
10deathgem
Summons a horde!
They're not that resilient,
but they're capable.
Ritual
Impossible Underwater
Local
Longdead Horseman x25 (+2 per )
Horde of Skeletons death 22 A combat summon!
Pull up a couple squares
of skeleton fellows.
40 Fatigue
100% Casting Time
Range: 5 Squares
Random Longdead x5 (+½ per )
Group Regeneration nature 33 Extremely exhausting healing.
It's still very handy!
You might want to overcast it, though.
60 Fatigue
100% Casting Time
Range: 15 Squares
AOE: 3 Squares (+1 per )
Undead negates
Inanimate negates
+10 Regeneration (% Healing/turn)
Faery Trod nature 44glamour 11
20naturegem
A quick stroll through Dreamland.
The entrance? A Forest.
The exits? Also Forests.
It's pretty easy to mix up the exits.
Ritual
Forests ONLY
(And Kelp Forests, and Cave Forests)
Range: 10 Provinces (Matching Forest)
Teleport (with Troops)
50% chance to end up in a random
neighboring Forest instead
Dreamwild Demesne glamour 55
10glamourgem
A province enhancement.
Makes a province pleasant!
Aside from fellas getting along,
bad things will be quietly prevented!
Ritual
Impossible Underwater
Local
- 2-10 Unrest/turn
Fortune Teller (50)
Duration: 1 (+3 per glamourgem)
(or until the province changes hands)

Ench 6

Spell Req Effect Stats
Heat from Hell fire 44
2firegem
A Battlefield Enchantment.
Brings in Infernal conditions!
Many will be displeased.
Impossible Underwater
200 Fatigue
225% Casting Time
Battlefield Enchantment (Neutral)
Cancels out Grip of Winter
Just under 24 Times a Round:
Affects a random 3% of the battlefield
Heat Clouds (Level 1)
Vafur Flames fire 55
10firegem
A fort enhancement.
Fire will overlap with the walls.
Enemies who cross it get scorched,
even if they fly over!
FIXME
(The walls? Or just outside them?)
Ritual
Impossible Underwater
Local (Fort)
When the Walls are Breached:
Continuously targets the walls
(and the gap in the walls)
No Friendly Fire
10 AP Fire DMG
Those who pass the squares by
Flying take 5 AP Fire DMG
Eternal Pyre fire 66
80firegem
A provincial Global Enchantment.
A Sun-like Gem Generator.
Not even flooding the land
will put the darn thing out!
As a local Global, however,
taking its location dispels it.
Global Enchantment (Local)
Impossible Underwater
+20firegem/turn
+Heat3 (Adjusts the Base)
Negates all local Darkness
Wind Guide air 33
1airgem
Has the wind guide all shots.
It doesn't add much,
but it negates a lot of subtractions!
Impossible Underwater
100 Fatigue
150% Casting Time
100% Battlefield Spell (Friendly)
Wind Guide
+2 PREC
Halves all Precision penalties
Negates Storm's chance of
deleting their missiles
Greater Farflight air 44
1airgem
The third of these things.
Is it the last?
Impossible Underwater
100 Fatigue
150% Casting Time
100% Battlefield Spell (Friendly)
Farshot (+50% Missile Weapon Range)
Dome of Solid Air air 55
20airgem
A province enchantment.
A province-sized Air Shield.
It blocks all rituals
from other provinces,
except for Global Enchantments,
and it breaks if it fails.
Otherwise, this giant bubble
has rather low maintenance.
Ritual
Impossible Underwater
Local
Ends if Caster's Mind Fails
(or if the province changes hands)
Blocks 80% of Outer Rituals
Ends if it Fails to Block One
Water Ward water 11
1watergem
Shares the water protection.
It's a very handy spell!
Underwater ONLY
100 Fatigue
125% Casting Time
Range: 15 Squares
AOE: 25 Squares
Water Shield (+5 DEF)
Hidden in Snow water 33death 11
65watergem
Thaws out frozen fellas.
They'll be dead,
but their souls will remain,
so you can command them.
Note the local Scales!
Turmoil lures toughies,
while Fortune lures Mages!
Ritual
Mountains & Caves ONLY
Finds an Undead Tribe:
1 Unfrozen Lord (Commander)
0-2 Unfrozen Mages (Commanders)
(Local Luck modifies odds)
Up to 50 Troops
C = 9 + Turmoil + Magic
(C + 1d8) Unfrozen Warriors
The rest are regular Unfrozen
Grip of Winter water 44
2watergem
A Battlefield Enchantment.
Only Kokytos is this chilly!
Many will be displeased.
200 Fatigue
225% Casting Time
Battlefield Enchantment (Neutral)
Cancels out Heat from Hell
Just under 24 Times a Round:
Affects a random 3% of the battlefield
Frost Clouds (Level 1)
Frost Dome water 55
15watergem
A province enchantment.
A thin bubble of frost
protects the province.
It's flimsy, but the cold will trace
all the way back to casters,
and give them a rough time!
Ritual
Local
Duration: 1 (+1 per watergem)
(or until the caster's mind fails)
(or until the province changes hands)
Blocks 30% of Outer Rituals
Dome Trap: Cold
Doesn't even have to Block
1-15 AN Cold DMG (uncapped)
Enliven Statues earth 33
20earthgem
Enlivens Statues.
They're all over the place!
They also can't be Petrified.
Ritual
Local
Living Statue x10 (+1 per )
Hidden in Sand earth 33death 11
65earthgem
Combs the sand
for mummified men.
They quite enjoy Heat,
unlike typical fantasy Undead!
Note the local Scales!
Order lures elites,
while Fortune lures Priests!
Ritual
Wastes ONLY
Finds an Undead Court:
1 Dust King (Commander)
0-2 Dust Priests (Commanders)
(Local Luck modifies odds)
Up to 50 Troops
C = 9 + Order + Magic
(C + 1d8) Dust Warriors
The rest are Dust Walkers
Hidden Underneath earth 33death 11
65earthgem
Cracks a personal Hell
for a Pantokrator's foes.
How old are they?
Well, they're as tough as steel!
Note the local Scales!
Order lures fighters,
while Fortune lures thinkers!
Ritual
Caves ONLY
Finds an Undead Court:
1 Released King (Commander)
0-2 Released Sages (Commanders)
(Local Luck modifies odds)
Up to 50 Troops
C = 9 + Order + Magic
(C + 1d8) Released Warriors
The rest are Released Ones
Earthquake Warriors earth 44
1earthgem
Earth Shatter Hammers,
but better!
Stun-lock entire armies!
NOTE: Equations assume that Net
Entrapment calculations apply
100 Fatigue
125% Casting Time
Range: 15 Squares
AOE: 20 Squares (+1 per )
On Slash or Blunt Hit: Stun
S = ( Size - 3) / 4
T = ( STR - 14) / 20
S% chance to negate
T% chance to negate
Stunned (1 rnd. of helplessness)
Riches from Beneath earth 55
70earthgem
A Global Enchantment.
Makes mining FUN!
Stone hiding metals
will go very soft!
Dominion makes it better,
but anything over Dominion strength5 is overkill.
Global Enchantment
Your Provinces Only
Y = Local Dominion (max. 5)
+(20 x Y)% Resources
+([4 x Y]% x Resources) Income
+(20 x Y)% Mine Income
Opposition astral 33 Antimatters a Magic Being,
or at least tries to.
An ineffective Opposition may still
cause some swirly-eyes.
20 Fatigue
Range: 25 Squares
Sure Hit
AOE: One Target
Base Penetration: 11 ()
Magic Beings only
Instakill
Also: Stun Magic Being
Base Penetration: 15 ()
Magic Beings only
Stunned (1 rnd. of helplessness)
Dome of Arcane Warding astral 44
10astralpearl
A province enchantment.
A starry dome that blocks a bunch,
even horrifying Horrors!
Is this a miniature Stellar Sphere?
Ritual
Local
Duration: 1 (+1 per astralpearl)
(or until the caster's mind fails)
(or until the province changes hands)
Blocks 50% of Outer Rituals
Blocks 60% of Horror Attacks
(only 30% of Doom Horror attacks)
Reanimate Archers death 22fire 11
5deathgem
Preps 10 Bane Fire bows,
and gives them to skeletons.
No, you may not have one.
Ritual
Impossible Underwater
Local
Longdead Archer x10
Ziz death 33air 22
2deathgem
This big bird
is a
revenant!
Neat, huh?
Its spirit is
not doing a
good job of hiding in its body,
so the Underworld makes it cold.
Ritual
Impossible Underwater
Local
Ziz x1
Rigor Mortis death 44
3deathgem
A Battlefield Enchantment.
Muscles will stiffen!
Energy will flee!
Even the caster isn't safe!
(Which might be a problem,
due to that 300 Fatigue.)
300 Fatigue
250% Casting Time
Battlefield Enchantment (Caster)
Just under 24 Times a Round:
Affects a random 3% of the battlefield
Base Penetration: 15 ()
Undead negates
Inanimate negates
10 AN Magic FAT
Hail of Serpent Fangs nature 44
2naturegem
Full-army Venom Arrows.
(Oh, you know,
just in case you have more than 20
squares of Archers and Javelinists.)
Impossible Underwater
200 Fatigue
175% Casting Time
100% Battlefield Spell (Friendly)
Venomous Arrows
On Poison Weapon DMG: Weak Poison
5 AN Poison DMG
Foul Vapors nature 44water 11
2naturegem
A Battlefield Enchantment.
Upsets nature a bit.
The ground will emit
a fair amount of nastiness!
NOTE: Area taken from Dominions 5.
200 Fatigue
225% Casting Time
Battlefield Enchantment (Neutral)
Just under 24 Times a Round:
Affects a random 1% of the battlefield
Poison Clouds (Level 1)
Relief nature 55
1naturegem
A Battlefield Enchantment.
The ANTI-Rigor Mortis!
Well, it's not THAT strong,
but it can be very nice.
100 Fatigue
200% Casting Time
Battlefield Enchantment (Friendly)
Just under 24 Times a Round:
Affects a random 6% of the battlefield
Removes 1 FAT
(with a dueling DRN, min. 0)
Forest Dome nature 55
10naturegem
A province enchantment.
Bubbles a province in plants!
These won't catch everything,
but they also won't go away!
(Unless Fire hits, of course.)
(Or unless new management
comes with their axes.)
Ritual
Local
Ends if Province Changes Hands
Blocks 30% of Outer Rituals
Ends if a Fire Ritual is Blocked
Steal Sight glamour 11 Blinds a fella,
if they're not already Blind.
What foul image does this?
Perhaps a black square…
20 Fatigue
Range: 20 Squares
Sure Hit
AOE: One Target
Base Penetration: 11 ()
Blind negates
Blinded (-9 ATT, -9 DEF, & -9 PREC)
Fay-eyed Warriors glamour 33
1glamourgem
Gives many fellas
faery irises.
100 Fatigue
125% Casting Time
Range: 15 Squares
AOE: 20 Squares (+1 per )
True Sight (Aims true)
Aura of Splendor glamour 33fire 11 Advancements in Awe
are rather slow.
What a pity!
40 Fatigue
100% Casting Time
Range: 10 Squares
AOE: 5 Squares (+1 per )
+1 Awe (MOR vs. 11 to attack)
Dome of Misdirection glamour 55
20glamourgem
A province enchantment.
Makes aiming here a crudshoot!
Those who screw up
will hit a province next to the
dome instead, at random.
Ritual
Impossible Underwater
Local
Duration: 1 (+1 per glamourgem)
(or until the caster's mind fails)
(or until the province changes hands)
Redirects 70% of Outer Rituals

Ench 7

Spell Req Effect Stats
Hail of Burning Embers fire 44
2firegem
Just in case you're afraid
of missing someone.
Impossible Underwater
200 Fatigue
175% Casting Time
100% Battlefield Spell (Friendly)
Flaming Arrows
On Fire Weapon Hit: Fire
8 AP Fire DMG
Dome of Flaming Death fire 44
8firegem
A province enchantment.
This doesn't stop anything.
It just wants REVENGE.
And it knows where
the rituals came from!
Ritual
Impossible Underwater
Local
Duration: 1 (+1 per firegem)
(or until the caster's mind fails)
(or until the province changes hands)
Responds to Outer Rituals
Dome Trap: Fire
2-40 AP Fire DMG
F = 10 + Misfortune (Trap-Tripper's Province)
F% chance to destroy the Lab they used
(Happens last in the Magic Phase)
Mass Flight air 44
1airgem
Makes many fellows fly!
(If they want to.)
Impossible Underwater
100 Fatigue
125% Casting Time
Range: 15 Squares
AOE: 20 Squares (+1 per )
Flying
Thetis' Blessing water 55
50watergem
A Global Enchantment.
Invade the ocean!
Most will be bad at it,
but fortune favors the bold.
Just… don't linger,
especially against those
Underwater Astral nations.
Global Enchantment
Water Breathing
Ghost Ship Armada water 55death 33
60watergem
A Global Enchantment.
Hires a Privateer.
He'll Pillage coasts
(not yours, at least)
with at least 250 People,
spawning new "armadas"
as his success grows.
Only 5 armadas can exist at once.
Provinces he takes will be his,
but he pays you your share
of the booty.
His defeat ends the Enchantment.
Global Enchantment
Picks a random hostile Coast
Pirate Armada
Damned Admiral x1
At least 5 Damned Captains
At least 2 Damned Boatswains
At least 76 Damned Buccaneers
(Independent, moves each turn)
With Each Victory:
K = Exploding 2d100
If K > Population/20, make it Population/20
If a Fort is present, divide K by 4
Kills (10 x K) Population
Generates (2 x K) Unrest (max. 50)
Grants (K - 1d(K / 10) - 1) Gold
Replaces casualties in-between turns
Adds a Lesser Pirate Armada
for every 350 Gold Granted
(These are 2/5ths the size of the main one,
and attack close to the main one.)
Ends if the main Pirate Armada loses
Steel Slice Warriors earth 44
1earthgem
This was a Construction once.
Oh, how times change…
100 Fatigue
125% Casting Time
Range: 15 Squares
AOE: 20 Squares (+1 per )
Makes Pierces & Slashes AP
Lion Sentinels earth 55
30earthgem
Regal statues that'll
help with fort defence.
They also stop crimes.
Only one is a commander, though.
Ritual
Local (Fort)
+Order1 (Adjusts the Base)
When the Walls are Breached:
Marble Lion Commander x1
Marble Lion x10 (Troops)
(Fort Defenders)
Ends if the Province Changes Hands
Earth Blood Deep Well earth 66
80earthgem
A provincial Global Enchantment.
A Saudi-style Gem Generator.
Best cast in the Caves,
where capillary action
has a bit less work to do.
Global Enchantment (Local)
Impossible Underwater
In Caves
+22earthgem/turn
Elsewhere
+17earthgem/turn
Antimagic astral 33
2astralpearl
Uses magic to stop magic!
Covers all your bases, too.
200 Fatigue
175% Casting Time
100% Battlefield Spell (Friendly)
Magic Resistance (+4 MR)
Solar Brilliance astral 55
3astralpearl
A Battlefield Enchantment.
This intensifies the Sun.
It's technically two spells
mashed together,
mechanically-speaking.
Requires a Sun
300 Fatigue
250% Casting Time
Battlefield Enchantment (Neutral)
Sets Darkness to -1
( Awful for the Darkness-Empowered)
Just under 24 Times a Round:
Affects a random 5% of the battlefield
Base Penetration: 7 ()
Blind negates
Blinded (-9 ATT, -9 DEF, & -9 PREC)
Also Just under 24 Times a Round:
Affects a random 5% of the battlefield
Base Penetration: 7 ()
Demons or Undead only
5 AP Magic DMG
Stellar Focus astral 55
60astralpearl
A provincial Global Enchantment.
Focuses starlight into a
spherical astralpearlPearl-Generator.
It was once inoffensive;
then the Pantokrator decided
it should focus ALL starlight,
robbing other provinces of
the beauty of the stars.
Global Enchantment (Local)
Impossible in Caves
+10astralpearl/turn
+Magic3 (Adjusts the Base)
In Every Other Province:
+Drain1 (Adjusts the Base)
Disenchantment astral 55
50astralpearl
A low-confidence version of Dispel.
Even if it fails,
it'll still take a layer of
its target down with it.
Ritual
Dispel:
Picks a Random Global Enchantment
C = Overcast (max. 100astralpearl per Astral Lv.)
(+5 per )
L = Local Grand Communicant Astral Lvs.
G = Global Overcast (counted differently)
A = C + L + Exploding 1d20
D = G + Exploding 1d20
If A > D, the Global ends
If A < D, reduce G by [(C + L) / 2]
Carrion Reanimation death 33
10deathgem
Evicts a bunch of Corpses.
Every body must go!
You then control them.
Ritual
Range: 5 Provinces (Friendly)
Reanimates 200 Corpses (+100 per )
Leviathan death 33water 11
10deathgem
A turtle.
Oh dear.
Well,
there's no way a revenant
can pilot this thing directly;
its main body is in its shell.
It can go on land!
Ritual
Underwater ONLY
Local
Leviathan x1
Life after Death death 44
4deathgem
A Battlefield Enchantment.
Delays the afterlife for a bit.
You still need your units, after all!
Especially those mages…
They still have stuff to cast!
400 Fatigue
225% Casting Time
Battlefield Enchantment (Friendly)
Slain Units Arise as Zombies
(if possible, of course)
Pretender God negates
Mindless negates
Undead negates
Inanimate negates
Spiritform negates
Becomes a matching Soulless
Dies Again after the Battle
Ritual of Rebirth death 44
15deathgem
A perk for the famous,
after they've bitten dust.
Don't hug them
once they're like this.
Ritual
Local
Mummification
Pick one Hall of Fame figure
(They must be yours, and dead)
(They must not be Soul-Slain,
nor dead in a disconnected Plane)
Inanimate negates (except for Mummies)
Moves to Casting Location
Transforms Target: Mummy
(Size varies with the target)
Resurrect
Mass Regeneration nature 44
1naturegem
Wide-AOE chip damage
won't do much against
an army with this spell!
100 Fatigue
125% Casting Time
Range: 15 Squares
AOE: 20 Squares (+1 per )
Regeneration +10 (% Healing/turn)
Serpent's Blessing nature 44
2naturegem
Foul Vapors insurance.
(Well, as long as your
fellas step out of clouds.)
200 Fatigue
175% Casting Time
100% Battlefield Spell (Friendly)
+10 Poison Resistance
Awaken Treelord nature 55
35naturegem
Stirs a Forest King,
wherever the heck
he's sleeping.
He can't move,
except by "dying"
and reawakening.
(Or you could
Empower in Glamour for Faery Trod,
but then someone else might benefit.)
Ritual
Range: 4 Provinces (Forests)
(NOT Kelp Forests)
Summons One of Three Commanders:
Treelord (earth 11nature 44, Boars, Spreads Growth)
Treelord (nature 44blood 11, Wolves)
Dying Treelord (nature 55, Bugs)
Gift of Health nature 66
50naturegem
A Global Enchantment.
A Gift of Health.
Only the living benefit.
It also gives the bonus
Prophets and Pretenders get
in high Dominion, but only to Hit Points,
and with no downsides.
Global Enchantment
Affects Your Units Only
Undead negates
Inanimate negates
Spiritform negates
+(10 x Dominion)% HP
Each Affliction has a
(10 x Dominion)% chance
to go away each turn

Within Your Dominion:
Unaging (50%)
Aura of Bewilderment glamour 44
1glamourgem
Rely on MR instead of DEF!
This only MIGHT backfire!
100 Fatigue
125% Casting Time
Range: 15 Squares
AOE: 5 Squares (+1 per )
Bewildering Shield
Bewilders Attackers
Base Penetration: 11 ()
( 7 against True Sight)
Attack Misses
Bewildered (1 turn of randomness)
Warriors of the Dawn glamour 44fire 11
1glamourgem
Makes most of your army
appear brighter than their
surroundings!
100 Fatigue
125% Casting Time
Range: 20 Squares
AOE: 20 Squares (+1 per )
+1 Awe (MOR vs. 11 to attack)
Nightmare Masks glamour 44death 11
1glamourgem
Extreme spookiness.
This doesn't stack with
regular Fear… Oh well!
100 Fatigue
125% Casting Time
Range: 15 Squares
AOE: 5 Squares (+1 per )
+5 Dread (Fake Fear Aura)
Veil of Perpetual Mists glamour 55
30glamourgem
A province enchantment.
Makes the province look like
a dark forest from a Disney movie.
Troops are scared off!
Commanders aren't scared,
but they might be idiots
(or just lacking in sense of direction)
and get lost!
Ritual
Local
Duration: 1 (+1 per glamourgem)
(or until the caster's mind fails)
(or until the province changes hands)
Turns Invaders Around
Affects Enemies Only
For Troops:
Morale negates
Cancels their Movement
For Commanders:
MR negates
Cancels their Movement
(Also Cancels their Troops' Movement)
Land of the Ever Young glamour 55nature 11
10glamourgem
A province enchantment.
Makes a place like the Tir na n'Og
in fairy tales!
This matters most for fellas
just on the cusp of turning gray.
Ritual
Local
Unaging (75)
Duration: 1 (+1 per glamourgem)
(or until the province changes hands)

Ench 8

Spell Req Effect Stats
Fire Fend fire 44
1firegem
Full-army fire prevention.
(Err, partial prevention.)
100 Fatigue
150% Casting Time
100% Battlefield Spell (Friendly)
+5 Fire Resistance
Thunder Fend air 44
1airgem
Dissuades lightning!
(Paritally, at least.)
100 Fatigue
150% Casting Time
100% Battlefield Spell (Friendly)
+5 Shock Resistance
Soaring Army air 55
3airgem
Turbo Mass Flight.
It makes retreating easier,
at least!
Impossible Underwater
300 Fatigue
200% Casting Time
100% Battlefield Spell (Friendly)
Flying
Frost Fend water 44
1watergem
Reduces the impact
of coldness.
(Paritally, at least.)
100 Fatigue
150% Casting Time
100% Battlefield Spell (Friendly)
+5 Cold Resistance
Wrath of the Sea water 55
70watergem
A Global Enchantment.
Makes water take up much more space.
Why isn't this an Alteration?
Perhaps water is normally enchanted to be shy,
and is always curling itself up.
Elementals aren't affected, though.
Global Enchantment
Floods Coastal Provinces
and Fresh Water Provinces
-30% Income
0.4% Popkill
Void Pattern Labyrinth astral 44glamour 33
10astralpearl
A province enchantment.
This scintillating bubble only blocks Horrors.
This includes Send Lesser Horror, Horror Seed,
and Send Horror, though!
Doom Horrors can solve the magical maze.
Ritual
Local
Duration: 1 (+1 per astralpearl)
(or until the caster's mind fails)
(or if the province changes hands)
Blocks Horror-Summoning Spells/Rituals
(Including battlefield summons)
Blocks Horror Attacks
(Only 50% of Doom Horror attacks)
Unraveling astral 66
6astralpearl
Depolarizes magic in the entire area.
Magic Beings are most affected!
Weak mages are second-most-affected,
followed by powerful mages.
Buffs are not affected, though.
It's just for a moment, but it's enough
to derail many things…
600 Fatigue
275% Casting Time
100% Battlefield Spell
Base Penetration: 11 ()
Magic Beings only
Decaying (Ages 5 years/rnd.)
Also: Feeblemind Battlefield
Base Penetration: 7 ()
Mindless negates
Feebleminded (Severed from Magic)
Fields of the Dead death 55earth 22
2deathgem
A Battlefield Enchantment.
The dead rise, like wheat!
They'll appear at random,
always helping you.
Odds are that they'll be armed;
this being a battlefield, and all that.
200 Fatigue
225% Casting Time
Battlefield Enchatnment (Friendly)
Around 4 times a Round:
Reanimates (DRN) Corpses
(Dueling DRN, random squares)
Most will be Soulless Warriors
10% will be "national" Soulless
Army Regeneration nature 55
3naturegem
Even-wider Mass Regeneration.
Check if you need it cast!
300 Fatigue
200% Casting Time
100% Battlefield Spell (Friendly)
Regeneration +10 (% Healing/turn)
Haunted Forests nature 55death 11
60naturegem
A Global Enchantment.
Riles up the forests.
Within your Dominion, the dead
will be propped up by vines!
(And their flesh will be eaten by them;
oh well.)
Global Enchantment
Impossible Underwater
Within Your Dominion:
Undead negates
Inanimate negates
Spiritform negates
Reanimates Slain Units as Manikin
(Independent in battles you're not in;
they belong to you otherwise)
Dragon Master glamour 33
30glamourgem
A self-affecting ritual.
Become the Scalie King.
This makes many summoning Rituals
far more economical;
none are Glamour Rituals, however.
Ritual
Local (Self-Application)
Dragon Master (2)
(doesn't stack with itself)
Mists of Deception glamour 55air 11
2glamourgem
A Battlefield Enchantment.
Mist will cover the field,
and fake creatures will appear in it!
None are particularly scary,
but all can run the ones.
200 Fatigue
225% Casting Time
Battlefield Enchantment (Caster)
Roughly (Glamour Lv.) times a Round:
Summons a random Illusion
45% chance: Warrior Illusion
45% chance: Wolf Illusion
5% chance: Beast Illusion
5% chance: Knight Illusion
(random squares)
Also: Mist
Halves Precision (before buffs/debuffs)
Prevents Clouds from Dissipating
Fata Morgana glamour 77
90glamourgem
A Global Enchantment.
Makes everything seem delightful.
Foes won't get to witness it,
lest they have an inside man.
In some cases, the Illusions
help out directly!
Global Enchantment
Your Provinces Only
Within Your Dominion:
-10 Unrest/turn
Blanks Scouting Reports
If they're not in the province,
they'll see nothing.
Illusory Militia
Warrior Illusion x2 per PD point
Archer Illusion x1 per PD point
Knight Illusion x1 per PD point after 19

Ench 9

In most Dominions 6 games, you research only one of these spells at a time.

Spell Req Effect Stats
Demon Cleansing water 55
1watergem
A Battlefield Enchantment.
This makes Demons extra sensitive.
All damage is doubled!
It's applied before Protection,
but after Elemental Resistances.
100 Fatigue
200% Casting Time
Battlefield Enchantment (Neutral)
Demons only
Doubles DMG against them
Earth Shatter Army earth 55
2earthgem
Earthquake Warriors,
but better!
An army of stun-lockers!
NOTE: Equations assume that Net
Entrapment calculations apply
200 Fatigue
175% Casting Time
100% Battlefield Spell (Friendly)
On Slash or Blunt Hit: Stun
S = ( Size - 3) / 4
T = ( STR - 14) / 20
S% chance to negate
T% chance to negate
Stunned (1 rnd. of helplessness)
Dome of Seven Seals astral 44earth 44
14astralpearl
A province enchantment.
What the Pantokrator sealed the sky with,
but smaller. It blocks seven rituals,
but not ones cast by friendly mages
with Astral levels!
Ritual
Local
Ends if Caster's Mind Fails
(or if the province changes hands)
Blocks 7 Outer Rituals
Rituals from friendly mages
with astral 11+ aren't blocked.
Arcane Nexus astral 88
150astralpearl
A Global Enchantment.
Draws in the magic wasted from
spending the seven "impure" gem types.
Apparently, half the magic is wasted!
The pull then Alchemizes the magic
into astralpearlPearls.
This only draws from Labs.
Global Enchantment
Whenever Gems are Spent:
Adds to the Gem Treasury
firegemairgemwatergemearthgemdeathgemnaturegemglamourgem: 50%
astralpearlbloodslave: 0%
Only Grants astralpearl
(2 non-astralpearl's → 1astralpearl)
Army of the Dead death 55
10deathgem
A remote invasion spell!
Drop a skeletal army
on a province.
On top of that,
this'll reanimate most
of the Corpses there!
Ritual
Range: 5 Provinces
Random Longdead x100 (+5 per )
Mound King Commander x1
If Corpses are Present:
Reanimates 150 Corpses (+75 per )
Mound King Commander x1
Lichcraft death 55
30deathgem+
A self-affecting ritual.
Sunsets your body.
You don't need all that flesh,
apparently!
Or, well, you don't need it inside you.
You'll be Immortal afterwards!
Ritual
Local (Self-Application)
Cost: (25 + Size x 5)deathgem
Various traits negate
Instakill
(No damage is dealt)
Gain +1 (max 10)
Transform: Lich
Resurrect
You will reform in the province
you casted it in.
Gaia's Blessing nature 55earth 22
3naturegem
Grants protection from worldly magic:
Fire, Ice, Lightning, and Poison.
This is essentially the four Fends
(err, three plus the Serpent thing)
packaged together, so no stacking
will occur with those.
300 Fatigue
200% Casting Time
100% Battlefield Spell (Friendly)
+5 Fire Resistance
+5 Shock Resistance
+5 Cold Resistance
+10 Poison Resistance
Gift of Nature's Bounty nature 77
70naturegem
A Global Enchantment.
Blesses your fellows
with wondrous abundance.
It only operates within your Dominion,
where the deserving are.
Global Enchantment
Your Provinces Only
In Dominion strength0 or Higher:
+(15 x Dominion)% Income
+Growth1 x Dominion (Adjusts the Base)