Table of Contents

Thaumaturgy

Thaumaturgy is a school of magic. The name of the school is sometimes translated to "wonderworking", and its spells and rituals are often defined as "whatever doesn't fit nicely in the other schools". The manual describes its effects as "[manipulating] the arcane world in ways traditionally associated with sorcery", such as by laying hexes, looking upon distant lands, or stoking different forces in the mind or body.

This is one of the three smaller schools of traditional arcane magic, alongside Evocation and Construction, though whether or not you'd include Construction depends on your view of magical items. As hinted in the manual, it is primarily a school for Sorcerers, rather than for Elementalists.

Most Thaumaturgy spells (Thaumaturgies, or "Thauma" if you wish to respect the home language) may also be cast underwater. Exceptions will be noted.

No Research Required

Spell Req Effect Stats
Sleep Ray glamour 11 Knocks fellas out, making them helpless.
It only puts adjacent fellas to sleep.
Sleep lasts until damage is taken.
20 Fatigue
50% Casting Time
Range: 1 Square
AOE: 1 Square
Base Penetration: 11 ()
Mindless negates
Undead negates
Inanimate negates
Asleep (useless until harmed)

Thau 1

Spell Req Effect Stats
Desiccation water 22 Causes feelings of dehydration in targets.
They "gain" 2 - 16 Fatigue each round!
Each round, the Desiccated get a Magic Resistance check;
if this beats a 22 (with dueling DRNs), the condition ends.
Impossible Underwater
20 Fatigue
100% Casting Time
Range: 30 Squares
Sure Hit
AOE: 1 Square
Base Penetration: 11 ()
Undead negates
Inanimate negates
Desiccated (+2d8 FAT/round)
Farstrike earth 22astral 11 Punches someone a long way away,
through a little astral hole in space,
with Strength and Earthly might!
(This does Magical Blunt damage.)
5 Fatigue
100% Casting Time
Range: 50 Squares
+5 Precision
AOE: One Target
17 Blunt DMG (+1 per )
(STR added to DMG)
Blink astral 11 Shunt thyself!
It takes your mount with you, fortunately.
This spell is very random.
10 Fatigue
100% Casting Time
Self-Affecting
Random Teleport
(Max. 30 Squares away)
Communion Master astral 11 A self-buff.
Starts and helms a Communion.
20 Fatigue
100% Casting Time
Communion Master
Communion Slave astral 11 A self-buff.
Someone has to cast it.
20 Fatigue
100% Casting Time
Communion Slave
Horror Mark astral 22 Screws someone in the long term.
It does nothing that battle,
but it may do something later…
(Stack it for a stronger effect.)
20 Fatigue
100% Casting Time
Range: 50 Squares
Sure Hit
AOE: One Target
Mindless negates
Horror Mark
Dust to Dust death 11 Unwinds an Undead fellow.
(Not a Demon; they must be undead.)
It's very likely to kill Longdead!
20 Fatigue
100% Casting Time
Range: 30 Squares
AOE: 1 Square
Base Penetration: 11 ()
Undead only
22 AN Magic DMG (+2 per )
(MR only halves DMG)
Decay death 11 A bolt that instigates Decay.
They'll age 5 years each combat round!
Their body may crumble, too, after a bit.
There's a 1% chance each round to be offered an out, though;
which they can take with an MR check vs. 14.
20 Fatigue
100% Casting Time
Range: 25 Squares
+3 Precision
AOE: One Target
Base Penetration: 11 ()
Decaying (+5 Years/round)
Frighten death 11 Spookiness.
This aims to drop Morale by 5 or so.
5 Fatigue
100% Casting Time
Range: 50 Squares
+5 Precision
AOE: 1 Square
5 Fear "DMG"
Seven Year Fever nature 11fire 11 Seven-Year Fever will almost surely kill…
in ten months or so.
"Ten-Month Fever" doesn't sound as cool, I suppose.
30 Fatigue
100% Casting Time
Range: 25 Squares
+3 Precision
AOE: 1 Square
Base Penetration: 11 ()
Undead negates
Inanimate negates
Diseased (-10% HP/turn)
Fascination glamour 11 Stuns a fella with prettiness.
They'll be out for one whole round!
20 Fatigue
100% Casting Time
Range: 15 Squares
Sure Hit
AOE: One Target
Base Penetration: 11 ()
Mindless negates
Stunned (helpless for 1 round)
Personal Luck glamour 11 A self-buff.
It makes you lucky!
Now you'll survive random bull crud!
20 Fatigue
100% Casting Time
Undead negates
Inanimate negates
Lucky (negates 75% of kills)
Curse glamour 11astral 11 Permanent bad luck.
(And I do mean permanent!)
It works well with Disease and Horror Marks.
30 Fatigue
100% Casting Time
Range: 50 Squares
Sure Hit
AOE: One Target
Cursed (+15% Affliction chance)

Thau 2

Spell Req Effect Stats
Bonds of Fire fire 11 Catches someone with fiery shackles.
Only the brave will take them off; the punishment is PAIN!
Impossible Underwater
20 Fatigue
100% Casting Time
Range: 20 Squares
+3 Precision
AOE: One Target
Entrapment (MOR vs. 21 escapes)
On Escape:
3 AN Fire DMG
Battle Fury fire 22 A melee combat performance buff.
This was super rare in previous games!
20 Fatigue
100% Casting Time
Range: 10 Squares
+2 Precision
AOE: 1 Square
Mindless negates
Animal negates
Fury (+2 ATT, +2 MOR)
Steal Breath air 11 Interrupts breathing for a bit.
The Fatigue provided is quite serious!
It only affects those needing air, though.
Impossible Underwater
20 Fatigue
100% Casting Time
Range: 30 Squares
+5 Precision
AOE: One Target
Base Penetration: 11 ()
Water Breathing negates
Undead negates
Inanimate negates
40 AN FAT (+5 per )
Calm Emotions water 11 This calms a fellow down.
It's a melee combat "debuff",
and it also hampers Berserkers!
Might it keep your own Berserker-Mages calm?
20 Fatigue
100% Casting Time
Range: 10 Squares
Sure Hit
AOE: One Target
Base Penetration: 11 ()
Mindless negates
Phlegmatic Imbalance:
-1 STR
-1 ATT
-1 Berserker
-4 MOR (for Berserk checks)
Each Round While Berserk
MR vs. 7 negates
Ends Berserker Rage
Scrying Pool water 11glamour 11
2watergem
Will you look into the mirror of your caster?
What will you see?
(Whichever province you're Scrying.)
Ritual
Impossible Underwater
Range: 5 Provinces
Scrying
Duration: 1 (+1 per watergem)
Returning astral 22
2astralpearl
Is your big spell already cast?
Do you not want to risk death?
This will return you to your capital.
Note that there's a… roughly-7% chance of disaster…
200 Fatigue
150% Casting Time
Self-Affecting
Insecure Returning:
~93%: Teleport (Capital)
- May Return Late & Insane
~7%: Banishes to the Void
Mind Burn astral 22 Overwhelms the mind to the point of damage.
It's not a telekinetic mind-punch, but it can hurt.
The Mindless are also brainless and are thus immune.
It always hits the head, if the target has one.
20 Fatigue
100% Casting Time
Infinite Range
Sure Hit
AOE: One Target
Base Penetration: 11 ()
Mindless negates
12 AN Magic DMG (+1 per )
Beast Fury nature 11 Battle Fury for Animals.
It affects Mounts, for instance!
20 Fatigue
100% Casting Time
Range: 10 Squares
+2 Precision
AOE: 1 Square
Animals only
Mindless negates
Fury (+2 ATT, +2 MOR)
Sleep glamour 22 Ranged, targeted sleep.
Sleep can only be induced in the living
with minds.
20 Fatigue
100% Casting Time
Range: 35 Squares
Sure Hit
AOE: One Target
Base Penetration: 11 ()
Mindless negates
Undead negates
Inanimate negates
Asleep (useless until harmed)

Thau 3

Spell Req Effect Stats
Rage fire 22 Induces blind-and-dumb fury in a fellow.
On a coin flip, they'll "waste" their attacks
on an ally each round!
You must have a mind to be made dumb, however.
20 Fatigue
100% Casting Time
Range: 30 Squares
Sure Hit
AOE: One Target
Base Penetration: 11 ()
Mindless negates
Enraged (50% Random Melee Chance)
Augury fire 22
2firegem
Divining for Fire Magic Sites.
It requires a soil sample, so you need
the province you're searching in.
Ritual
Impossible Underwater
Range: 5 Provinces (Friendly)
Site-Search ()
Carrier Birds air 22
2airgem
Has up to fifteen birdies carry one gem each.
They cannot carry bloodslaveBlood Slaves.
Wherever the destination is,
the birds will only give their gems
to a face of your nation.
Ritual
Impossible Underwater
Range: 4 Provinces
Seas immune
Must have a Commander there
Transfers up to 15 Gems
Carrier Eagle air 22
3airgem
Has a big bird lug an item.
Heavy items can't be transported.
The Amazon drone bird only delivers
to your commanders,
albeit at random within the destination.
Ritual
Impossible Underwater
Range: 4 Provinces
Seas immune
Must have a Commander there
Transfers one Item
Sailors' Death water 33 Magical drowning.
It sucks if you need air in your lungs.
Is this a water-creating magic trick,
a water-teleporting stunt,
or sudden internal lung-sweating?
Impossible Underwater
20 Fatigue
Range: 30 Squares
+1 Precision
AOE: 1 Square
Base Penetration: 11 ()
Water Breathing negates
Undead negates
Inanimate negates
14 Internal Magic DMG (+3 per )
Iron Will earth 11 Toughens some minds to be iron-like.
(Figuratively-speaking.)
20 Fatigue
Range: 25 Squares
Sure Hit
AOE: 1 Square
Mindless negates
+4 MR
Teleport Gems astral 33
2astralpearl
Who needs carrier pigeons?
You don't. You can teleport stuff!
You can only transport 10 gems without issue, though,
and the restrictions of Carrier Birds apply.
Ritual
Range: 6 Provinces
Must have a Commander there
Transfers up to 10 Gems
Haruspex nature 22
2naturegem
Divining for Nature Magic Sites.
You need the searched province,
so you can get a fresh liver from it.
Ritual
Range: 3 Provinces (Friendly)
Site-Search ()
Panic nature 22 Stokes fear of nature.
Apparently the nonliving have it, too!
It's not very powerful, but it has a wide area-of-effect.
20 Fatigue
100% Casting Time
Range: 30 Squares
+1 Precision
AOE: 5 Squares (+2 per )
1 Fear "DMG"
Whispers of the Wild nature 22
3naturegem
A detailed play-by-play
of happenings in a forest,
from the forest itself!
Ritual
Range: 4 Provinces
Forest/Kelp Forest only
Scrying
Duration: 1 (+1 per naturegem)
Luck glamour 11 Makes fellas lucky!
Consider using on the flimsy!
It saves lives;
it doesn't save "unlives" or farces.
20 Fatigue
100% Casting Time
Range: 10 Squares
+2 Precision
AOE: 1 Square
Undead negates
Inanimate negates
Lucky (negates 75% of kills)
Despair glamour 22 It's not all sunshine and rainbows.
This will only affect enemies, though!
On the other hand, they can resist it.
10 Fatigue
100% Casting Time
Range: 30 Squares
+1 Precision
AOE: 5 Squares (+1 per )
Base Penetration: 11 ()
No Friendly Fire
4 Fear "DMG"

Thau 4

Spell Req Effect Stats
Furious Warriors fire 22 Makes a decent group better.
It is a bit tiring, however.
40 Fatigue
100% Casting Time
Range: 15 Squares
+2 Precision
AOE: 3 Squares (+1 per )
Mindless negates
Animal negates
Fury (+2 ATT, +2 MOR)
Prison of Fire fire 33 Now you can use Bonds of Fire with width.
There's a guaranteed turn of entrapment
with these shackles!
Impossible Underwater
30 Fatigue
100% Casting Time
Range: 30 Squares
+2 Precision
AOE: 3 Squares (+1 per )
Entrapment (MOR vs. 21 escapes)
On Escape:
3 AN Fire DMG
Auspex air 22
2airgem
Divining for Air Magic Sites.
You need the province you're searching in.
Why is that the case?
Because the winds and the birds say so.
Ritual
Impossible Underwater
Range: 2 Provinces (Friendly)
Cannot cross seas
Seas immune
Site-Search ()
Curse of the Desert water 33 Makes a large group thirsty.
They "gain" 2 - 16 Fatigue each round!
Each round, the Desiccated get a Magic Resistance check;
if this beats a 22 (with dueling DRNs), the condition ends.
Impossible Underwater
30 Fatigue
100% Casting Time
Range: 30 Squares
Sure Hit
AOE: 5 Squares
Base Penetration: 11 ()
Undead negates
Inanimate negates
Desiccated (+2d8 FAT/round)
Gnome Lore earth 22
3earthgem
Divining for Earth Magic Sites.
You need the searched province;
otherwise, the Earth Gnomes won't help you.
Ritual
Range: 3 Provinces (Friendly)
Site-Search ()
Paralyze astral 22 Causes a seizure in a target.
They won't do anything for a decent period.
Attempting to "stun-lock" with multiple applications
doesn't work all that well.
20 Fatigue
100% Casting Time
Infinite Range
Sure Hit
AOE: One Target
Base Penetration: 11 ()
60 AN Paralysis DMG (+9 per )
Telestic Animation astral 22
5astralpearl
Creates the minimum viable High Priest,
by inscribing a divine name on a statue.
You can't do this to a living thing,
because the name must be on a gold plate.
Ritual
Local
Telestic Animate x1
Astral Window astral 22
3astralpearl
Classical Scrying;
a floating window in space, showing somewhere else.
If it also opens a matching window the caster peeks through,
the provincials don't see it.
Ritual
Range: 6 Provinces
Scrying
Duration: 1 (+1 per astralpearl)
Teleport astral 33
2astralpearl
Go ANYWHERE!
Anywhere within range, anyway.
Anywhere not hidden in the Fog of War.
Ritual
Range: 6 Provinces
Teleport
Terror death 33 Boo.
It isn't Despair, but it is unresisted.
20 Fatigue
100% Casting Time
Range: 50 Squares
+1 Precision
AOE: 5 Squares (+1 per )
3 Fear "DMG"
Touch of Madness nature 11 Sets some fellas up for greatness.
Casters will only "Madden" themselves
in Assassination battles; the Berserk don't do magic.
30 Fatigue
100% Casting Time
Range: 20 Squares
AOE: 1 Square
Mindless negates
Inanimate negates
Gone Berserk (Unflinching Charge)
Rage of the Cornered Rat nature 22 "Maddens" some Animals.
If they're Berserkers, this also
boosts their ATT and PROT at the expense of DEF!
20 Fatigue
100% Casting Time
Range: 20 Squares
AOE: 3 Squares (+1 per )
Animals only
Gone Berserk (Unflinching Charge)
Ferocity nature 22 Furious Animals.
Makes them keener and braver!
20 Fatigue
100% Casting Time
Range: 15 Squares
+2 Precision
AOE: 3 Squares (+1 per )
Animals only
Mindless negates
Fury (+2 ATT, +2 MOR)
Wildness nature 33 Confuses some Animals,
making them act quite erratic.
They'll be "dumb" in half of their rounds.
20 Fatigue
100% Casting Time
Range: 30 Squares
+3 Precision
AOE: 1 Square
Base Penetration: 11 ()
Animals only
Confused (50% randomness)
Cure Disease nature 44
5naturegem
Cures a heinous Disease of your choice.
A menu opens up for you to choose your patient.
Ritual
Local (1 Unit)
Cures Disease
Mind Blank glamour 11astral 11 A self-buff.
Provides cover against mental spells!
(Any spell with " Mindless negates".)
It even offers protection against Magic Duel,
albeit lesser protection.
20 Fatigue
100% Casting Time
Mind Blank (75% Chance/spell):
Dulls " Mindless negates" Spells
Magic Duel must Penetrate
[Base Penetration: 11 ()]
+10 MR against the other spells
Slumber glamour 22 This is basically Sleep-3.
Be wary of friendly sleeping!
20 Fatigue
Range: 35 Squares
100% Casting Time
Sure Hit
AOE: 3 Squares (+1 per )
Base Penetration: 11 ()
Mindless negates
Undead negates
Inanimate negates
Asleep (useless until harmed)
Visions of Death glamour 33 Pushes False Damage to its logical extreme:
making a death situation, like a sniper shot or an anvil drop.
It might work, but some are just too big or tough for it.
20 Fatigue
Range: 35 Squares (+5 per )
Sure Hit
AOE: One Target
Base Penetration: 11 ()
Mindless negates
25 False Magic DMG (+5 per )
Vengeance of the Dead glamour 33death 11
3glamourgem
A remote Assassination spell.
The culprits? Everyone the target has killed in battle.
The target? Whoever has the highest body count.
The crime scene? The target's dreams.
Ritual
Range: 5 Provinces
Base Penetration: 11 ()
Target must have Kills
Mindless negates
Undead negates
Dead One x(Target's Kills)
(Independent Assassination Squad)

Thau 5

Spell Req Effect Stats
Gift of the Furies fire 33
1firegem
Makes a HUGE group better!
It does require a gem, though.
100 Fatigue
125% Casting Time
Range: 15 Squares
+2 Precision
AOE: 20 Squares (+1 per )
Mindless negates
Animal negates
Fury (+2 ATT, +2 MOR)
Pyre of Catharsis fire 33
4firegem
A self-affecting ritual.
Burns a Disease off!
You then return the flames
to Antrax Catharsis's old house.
The damage might cause a new Disease;
if so, then whoops.
Ritual
Impossible Underwater
Local (Caster)
Cures Disease
20 AN Fire DMG
Raging Hearts fire 44
10firegem
A provincial attack spell.
(Also known as a war crime.)
Is it really a crime, though,
if the Population attacks itself?
Ritual
Range: 5 Provinces
Raging Rebels
"Anonymous"
+60 Unrest
5% Popkill
Serenity water 33 This calms many fellows down!
It's a melee combat "debuff",
and it also hampers Berserkers!
Might it keep your own Berserker-Mages calm?
20 Fatigue
100% Casting Time
Range: 10 Squares
Sure Hit
AOE: 3 Squares (+1 per )
Base Penetration: 11 ()
Mindless negates
Phlegmatic Imbalance:
-1 STR
-1 ATT
-1 Berserker
-4 MOR (for Berserk checks)
Each Round While Berserk
MR vs. 7 negates
Ends Berserker Rage
Earth Sense earth 44
6earthgem
A province enchantment.
Sick of elves?
Now the caster will know about them,
at least if someone Patrols there.
Ritual
Local
+100 Patrol Strength
(Only against Hiding units)
Spirit Sight (Patrol)
Doesn't catch Floating units
Someone must Patrol
Duration: 1 (+3 per earthgem)
Teleport Item astral 22
3astralpearl
Sends someone an item!
Heavy items can't be teleported;
make of this what you will.
Only your friends will find it.
Ritual
Range: 6 Provinces
Must have a Commander there
Transfers one Item
Soul Slay astral 33 Pulls the soul from the body.
It's kinda like a mental "decapitation";
the body still lives, but can't do anything.
This prevents extra lives from working!
20 Fatigue
100% Casting Time
Infinite Range
Sure Hit
AOE: One Target
Base Penetration: 11 ()
Mindless negates
Instakill
Soul-Slayed (Not Coming Back)
(Doesn't prevent Re-Summoning)
Control the Dead death 22 Gives you Undead pets.
It's not 100% accurate,
but there's no risk of friendly fire.
Magic Resistance will resist it, however.
20 Fatigue
100% Casting Time
Range: 25 Squares
AOE: 1 Square
Base Penetration: 11 ()
Undead only
No Friendly Fire
Enslavement (Made your Pawn)
Leeching Darkness death 33 A cloud of darkness that
steals Strength!
Be careful not to put it
in your fellas' path.
20 Fatigue
100% Casting Time
Range: 30 Squares
+1 Precision
AOE: 3 Squares (+1 per )
Leeching Cloud
Charm Animal nature 22 Gives you an Animal companion;
I'd say "pet",
but Animal commanders exist.
Intelligent animals are typically safe…
20 Fatigue
100% Casting Time
Range: 20 Squares
Sure Hit
AOE: One Target
Base Penetration: 7 ()
Animals only
Charms (Switches Allegiance)
Pack Ferocity nature 22
1naturegem
Ferocity for MORE Animals.
It does cost a gem, though.
100 Fatigue
125% Casting Time
Range: 15 Squares
+2 Precision
AOE: 20 Squares (+1 per )
Animals only
Mindless negates
Fury (+2 ATT, +2 MOR)
The Ravenous Swarm nature 33
1naturegem
A battlefield enchantment.
Do you hate the Undead?
This enables Nature to kill them for you!
Hopefully the battle ends before
the Undead are all… re-dead.
Impossible Underwater
100 Fatigue
200% Casting Time
Battlefield Enchantment (Neutral)
Eats One Target at a Time:
Prefers the Undead
7 AN Holy DMG (x2 vs. Undead)/rnd.
Gift of Reason nature 44
20naturegem
Troops really are lower-functioning people!
Fortunately, this Ritual enlightens them.
They must have a mind already.
Ritual
Local (1 Troop)
Mindless negates
Promotes to Commandership
Confusion glamour 22 Confuses some fellas,
making them act quite erratic.
They'll be "dumb" in half of their rounds.
10 Fatigue
100% Casting Time
Range: 30 Squares
+3 Precision
AOE: 1 Square
Base Penetration: 11 ()
Mindless negates
Confused (50% randomness)
Group Luck glamour 22 This is what, Luck-3?
Only the living benefit.
40 Fatigue
100% Casting Time
Range: 15 Squares
+2 Precision
AOE: 3 Squares (+1 per )
Undead negates
Inanimate negates
Lucky (negates 75% of kills)

Thau 6

Spell Req Effect Stats
Choleria fire 55
20firegem
A province enchantment.
Strengthens the "yellow bile" (gall)
in a province of your choice,
resulting in higher productivity
and anxiousness.
Ritual
Range: 5 Provinces (Friendly)
+Productivity2 (Adjusts the Base)
+ 1-6 Unrest/turn
Duration: 1 (+1 per firegem)
Sanguinia air 55
20airgem
A province enchantment.
Strengthens the redness of blood
in a province of your choice,
resulting in cheeeriness and lower unrest.
Ritual
Range: 5 Provinces (Friendly)
- 1-6 Unrest/turn
Duration: 1 (+1 per airgem)
Phlegmatia water 55
20watergem
A provincial attack spell.
Strengthens the phlegm (mucus)
in a province of your choice,
resulting in such calmness and passivity
that people will quit their jobs.
Ritual
Range: 5 Provinces (Enemy)
+Sloth3 (Scale Dump)
- Dominion strength1-2 (Friendly or Hostile)
Desertion (All Units):
MR vs. 10 negates
Morale vs. 10 negates
Disappear (No Corpse)
Melancholia earth 55
20earthgem
A provincial attack spell.
Strengthens the spleen's white black stuff
in a province of your choice,
resulting in such apathy and melancholy
that people may quit their jobs.
Ritual
Range: 5 Provinces (Enemy)
+Sloth2 (Scale Dump)
- Dominion strength2-3 (Friendly or Hostile)
Desertion (All Units):
MR vs. 10 negates
Morale vs. 10 negates
Disappear (No Corpse)
Enslave Mind astral 44 A psychic high art,
yielding you a manservant.
(Or a Womanservant!)
After all, why kill what you can claim?
20 Fatigue
100% Casting Time
Infinite Range
Sure Hit
AOE: One Target
Base Penetration: 11 ()
Mindless negates
Enslavement (Made your Pawn)
Imprint Souls astral 44
15astralpearl
This one is tough to classify.
It yields sacred troops!
And they'll be loyal to you!
Neat, right?
Well, these come from the Population,
and let's just say it's inefficient.
It's also a war crime,
but you're going to become God soon, anyway.
Ritual
Range: 5 Provinces
W = 120 (+4 per )
Y = 12 + 6 x (Penetration - 11) ()
Affects W Fellas
(Pop Loss rounds to the nearest 10)
Mass Brainwashing (Land):
1 becomes a Mad Priest
50% become Corpses
(Y)% become Flagellants
Rest become Madmans/Madmen
Mass Brainwashing (Underwater):
1 becomes a Holy Deep One
50% become Corpses
(Y)% become Fanatic Deep Ones
Rest become Mad Ones
Gateway astral 44
10astralpearl
Head straight to another Lab.
(It has to be yours.)
You can bring your subordinates!
Ritual
Range: 6 Provinces (Friendly Lab)
Teleport w/ Troops
Wither Bones death 33 Unwinds MANY Undead fellows!
This'll wipe out Longdead, at least,
unless they're lucky.
20 Fatigue
100% Casting Time
Range: 30 Squares
AOE: 6 Squares (+2 per )
Base Penetration: 11 ()
Undead only
16 AN Magic DMG (+2 per )
(MR only halves DMG)
Leprosy death 55
10deathgem
A remote attack spell of sorts.
This makes the enemy army a leper colony.
All Diseases in this game are modeled
after Leprosy, did you know that?
Ritual
Range: 4 Provinces (Enemy)
Leprosy (50% of Units):
MR vs. 11 negates
Inanimate negates
Diseased (-10% HP/turn)
Foul Air death 55air 11
75deathgem
A Global Enchantment.
This starts an airborne pandemic!
The lungs and nose handle it well,
but an exposed bloodstream? No chance.
The Undead can get diseased,
but they won't suffer from it.
Global Enchantment
Impossible Underwater
Seas are immune
+ 1-4 Unrest/turn
Upon Having Below-Max. HP in Battle:
Demon negates
Inanimate negates
Diseased (-10% HP/turn)
Growing Fury nature 44
1naturegem
A battlefield enchantment.
Are battles… boring?
Too much magic or routing?
Use this, and fire some arrows!
100 Fatigue
200% Casting Time
Battlefield Enchantment (Neutral)
Berserker (+0)
Mirror Mind glamour 22astral 11 This is good for your stray Astral colleagues,
and for anyone with low MR.
It makes them as Mindless as possible!
20 Fatigue
100% Casting Time
Range: 15 Squares
AOE: 3 Squares (+1 per )
Mind Blank (75% Chance/spell):
Dulls " Mindless negates" Spells
Magic Duel must Penetrate
[Base Penetration: 11 ()]
+10 MR against the other spells
Unending Nightmare glamour 33death 11 Slumber with permanent effects!
Be especially wary of friendly sleeping.
20 Fatigue
Range: 35 Squares
100% Casting Time
Sure Hit
AOE: 3 Squares (+1 per )
Base Penetration: 11 ()
Mindless negates
Undead negates
Inanimate negates
Asleep (useless until harmed)
Confused (50% randomness)
Beckoning glamour 44nature 22
20glamourgem
A remote attack spell of sorts.
This offers fellas vacations to Fairyland!
(Unfortunately, they forget their duty.)
Do they actually die?
That's not… entirely clear.
Ritual
Range: 4 Provinces (Enemy Forest)
Seas are immune
Beckons 75 Units (+5 per )
MR vs. 11 negates
Morale vs. 15 negates
Mindless negates
Forest Survival negates
Disappear (No Corpse) FIXME
Sandman's Blessing glamour 55 Gives the Sandman your blessing
to sleepy-bomb the battlefield.
This will almost certainly affect you
or your friends.
20 Fatigue
Range: 30 Squares
100% Casting Time
Sure Hit
AOE: 25 Squares
Base Penetration: 11 ()
Mindless negates
Undead negates
Inanimate negates
Asleep (useless until harmed)
Forgotten Palace glamour 55
15glamourgem
A province enchantment.
Gaslights everyone else about a fort.
You can also cast this before the fort is done,
thus hiding its construction.
This lasts until the province is lost.
Ritual
Range: 3 Provinces (Friendly)
Hides the local Fort
Lasts Until Province Changes Hands

Thau 7

Spell Req Effect Stats
Purgatory fire 66
60firegem
A Global Enchantment.
This one's mostly defensive;
it napalms Undead in your Dominion.
The holier the province,
the more fire!
Global Enchantment
Impossible Underwater
Seas are immune
For Each Enemy Unit:
(10 x Dominion)% chance
(Dominion sampled from target's province)
Undead only
18 AP Fire DMG
Dark Skies air 55
50airgem
A Global Enchantment.
Clouds will cover every province
within your Dominion,
darkening the skies.
It also reduces enemy Morale!
Global Enchantment
Impossible Underwater
Deep Seas are immune
Caves are immune
Within Your Dominion:
Darkness (1)
Doom & Gloom
No "Friendly Fire"
-1 MOR x Dominion
Vengeful Water water 77
70watergem
A Global Enchantment.
Psy-ops water into attacking your foes.
Troops will be fine;
Commanders will not be fine.
It also psy-ops ice, in the Cold!
NOTE: Sizes assume a translation from Dominions 5.
Global Enchantment
Wastes are immune
Within Your Dominion:
For Each Enemy Commander:
(5 + 2 x Dominion)% chance
Assassination Attempt
Samples the Target's Province Scales:
Cold2+: Ice Elemental (Size 4 + Cold)
Otherwise, Samples the Target's Province Terrain:
Swamp/Drip Cave: Water Elemental (Size 8)
Underwater: Water Elemental (Size 7)
Otherwise: Water Elemental (Size 4)
Fresh Water adds +1 Size
Divine Name astral 55
25astralpearl
Anyone can become a Commander!
They just have to be chosen by God.
This "chooses" them after the fact.
Ritual
Local (1 Troop)
Promote to Commandership
Vortex of Returning astral 44
3astralpearl
Throws a battle in style.
You may lose a few troops,
but oh well.
300 Fatigue
200% Casting Time
100% Battlefield Spell (Friendly)
Insecure Returning:
~93%: Teleport (Capital)
- May Return Late & Insane
~7%: Banishes to the Void
Plague death 44
1deathgem
Plague functions like a "super-Poison".
It does a bit more,
it lasts until 100 rounds after the battle,
and it can spread to adjacent units!
Your troops may not like it, of course.
100 Fatigue
125% Casting Time
Range: 25 Squares
AOE: 1 Square
Base Penetration: 11 ()
Undead negates
Inanimate negates
Plagued (1-2 Internal DMG, 1-4 FAT/rnd.)
Gradually spreads across units
Burden of Time death 77
70deathgem
A Global Enchantment.
Speeds up time.
It'll eventually kill everyone,
so it's very much disliked by most nations.
It clears out a unit backlog, though.
Global Enchantment
+Death2 (Adjusts the Base)
+ 1-4 Unrest/turn
2% Popkill/turn
For Each Unit
40% Chance
Age: + 1-4 Years
Fury of the Wild nature 44
2naturegem
This is the fourth and final one!
(For Animals, anyway.)
200 Fatigue
175% Casting Time
100% Battlefield Spell (Friendly)
Animals only
Mindless negates
Fury (+2 ATT, +2 MOR)
Charm glamour 33 Yields you a companion.
Are they being mind-controlled?
Probably not… well,
not to the extent of Enslave Mind.
30 Fatigue
100% Casting Time
Range: 25 Squares
Sure Hit
AOE: One Target
Mindless negates
Charms (Switches Allegiance)
Mass Confusion glamour 33 Confuses many fellas,
making them act quite erratic.
They'll be "dumb" in half of their rounds.
10 Fatigue
100% Casting Time
Range: 30 Squares
+3 Precision
AOE: 5 Squares (+1 per )
Base Penetration: 11 ()
Mindless negates
Confused (50% randomness)
Gates of Horn and Ivory glamour 55
60glamourgem
A provincial Global Enchantment.
They say that "horn" dreams will come true,
while "ivory" dreams won't.
This Ritual allows the harvesting of both!
Global Enchantment (Local)
Impossible Underwater
+15glamourgem/turn
Far Caster (3, Glamour)

Thau 8

Spell Req Effect Stats
Hydrophobia fire 22
1firegem
Induces blind-and-dumb fury in many fellows,
via rabies.
The rabies disappears later.
100 Fatigue
125% Casting Time
Range: 30 Squares
Sure Hit
AOE: 5 Squares
Base Penetration: 11 ()
Mindless negates
Undead negates
Inanimate negates
Enraged (50% Random Melee Chance)
Ordeal by Fire fire 66astral 66
70firegem
A Global Enchantment.
Makes all Gems explode when used!
It's most severe in rituals,
where many gems are used
and other magic is present.
Blood Slaves are technically not Gems, in this case.
Global Enchantment
If Gems (not Blood Slaves) are Spent:
G = Gems Spent / 2
2 Effects
1dG AN Fire DMG (x½ Underwater)
If Gems are Used in Battle:
Burn (temp. 1dSize DMG/round)
Gale Gate air 55
60airgem
A provincial Global Enchantment.
Opens a window to an Air Plane.
Converting Air Plane air to airgemAir Gems
isn't super efficient, but the wasted air
can be redirected in various ways.
Global Enchantment (Local)
+20airgem/turn
+1 Air Elemental Size (Everywhere)
Random Number of "Effects"/turn:
In a Random Province:
[(50 + 10 x )% chance to be an Enemy one]
Seas are immune
Caves are immune
Hurricane
"Anonymous"
+25 Unrest
3% Popkill
Astral Travel astral 55
25astralpearl
Teleport with your friends!
This time, it's like the proper Teleport spell!
Ritual
Range: 5 Provinces
Teleport (with Troops)
Soul Drain astral 55death 55
5astralpearl
Changes astral gravity or something,
so that all souls (or minds) are pulled towards you.
Hopefully it offsets that 500 Fatigue for you!
Draining from the Inanimate doesn't heal you;
whatever powers them isn't quite a life force.
500 Fatigue
300% Casting Time
Battlefield Enchantment (Caster)
Just Under 24 Times a Round:
Affects a random 3% of the Battlefield
Base Penetration: 11 ()
Mindless negates
2 AN Drain DMG
Stygian Paths death 55
10deathgem
Slips into Hades for some quick strolling.
Troops come with.
This is incredibly unsafe;
it's unpleasant,
and you might get ended.
Ritual
Range: 10 Provinces
Teleport (with Troops)
Poor Hospitality (All Units):
1 AN Magic DMG
On DMG: Death
Base Penetration: 11 (, no caster)
Stygian Guide negates (listed % chance)
(for everyone)
Stealthy negates (listed % chance)
(per-unit basis, not for Commanders)
Instakill
Black Death death 55
15deathgem
A provincial attack spell.
I think the Mongols did this once!
Peasants most affected.
Ritual
Range: 5 Provinces
The Plague
"Anonymous"
+10 Unrest
50% Popkill
Diseases Units (10%)
Undead Mastery death 77
7deathgem
Gives you many Undead pets, hopefully.
This is one of those "flex" spells,
that you cast at a ridiculous overcast
to assert absolute dominance.
700 Fatigue
300% Casting Time
100% Battlefield Spell (Enemy)
Base Penetration: 7 ()
Undead only
Enslavement (Made your Pawn)
Call the Worm that Walks nature 55
30naturegem
Summons a stubborn life force:
the biomass equivalent of a nature 33 mage.
You can't even kill it in battle,
without napalming the area right afterwards.
It can even go underwater.
Ritual
Local
Worm Mage Commander x1
Battle Fortune glamour 44
2glamourgem
Here we go: Luck-4.
It isn't really overkill,
especially considering what sort of magic
other nations may carpet-bomb you with.
It may come out after the nukes, though.
200 Fatigue
150% Casting Time
Range: 15 Squares
+5 Precision
AOE: 20 Squares (+1 per )
Undead negates
Inanimate negates
Lucky (Negates 75% of kills)

Thau 9

In typical games, you may research only one of these spells at a time.

Spell Req Effect Stats
Winds of Arcane Drought air 77astral 66
90airgem
A provincial Global Enchantment.
A real Magic-sucker.
It primarily steals Elemental magic.
Not even unfound Sites are safe!
airgemAir Gems are especially unsafe!
Global Enchantment (Local)
Impossible Underwater
Drain (Adjusts the Base)
Locally: +5
Within 6 Provinces: +Drain3
Elsewhere: +Drain1
Locally & Within 6 Provinces:
Gem-Sucking
Seas are immune
Caves are immune
Steals Magic Site Output
airgem: 100%
firegemwatergem: 50%
earthgem: 25%
Others: 0%
Only Grants airgem
(2 non-airgem's → 1airgem)
Elemental Dampening earth 77astral 33
60earthgem
A Global Enchantment.
More pain for Elemental Mages.
They shall have less fun with this in play.
Even the Elementals will suffer, showing up small.
Global Enchantment
Fast Caster (-100, Elements)
Forge Bonus (-20%, firegemairgemwatergemearthgem)
Elemental Rituals cost 20% more.
-1 Size to all Elementals
Arcane Analysis astral 44
25astralpearl
May save you many astralpearlAstral Pearls!
Of course, Global Enchantment busters
are in Enchantment
Ritual
Local (One Global Enchantment)
Reveals the minimum Dispel Cost
to Dispel the Target
Astral Disruption astral 66
60astralpearl
Pulls an Astral Plane up to the world.
This attempts a reboot of all magic.
It might permanently impact the world, somehow,
if at least 175astralpearl are used…
(Guaranteed at 224astralpearl or more!)
Ritual
Local
Dispels Local Rituals Everywhere
(Not Including Local Globals)
Attempts to Dispel
ALL Global Enchantments at once
(May be Overcast for this purpose)
Horror Marks Caster (150%)
Worldwide Effects:
If Enough astralpearl are Spent:
Major Astral Disruption
"Anonymous"
+Magic1 (Scale Dump)
Horror Marks Units (4%)
Adds a Global Enchantment Slot
Otherwise:
Minor Astral Disruption
"Anonymous"
+Magic1 (Scale Dump)
Horror Marks Units (2%)
Master Enslave astral 88
8astralpearl
The logical peak of psychic magic.
This is a "flex" spell;
something you do with a massive overcast
to steal an entire army at once.
800 Fatigue
325% Casting Time
100% Battlefield Spell (Enemy)
Base Penetration: 7 ()
Mindless negates
Enslavement (Made your Pawn)
Nexus Gate astral 55earth 33
40astralpearl
Bridges to the Grey Tower of Nexus,
in the spooky and starry Void.
Take it to recruit astral 33 mages!
Just don't stay too long;
Others may build their own bridges.
(And besides, it's the Void.)
Ritual
Local
Makes a Province Connection
(with Nexus)
This cannot be undone!
Remnants in the Depths death 66water 44
90deathgem
A Global Enchantment.
How much do you hate fish?
This stirs up all the crud that collected
in the bottom of the ocean,
doing a number on the fish.
It takes time, though, so protect your caster!
Global Enchantment
Underwater ONLY
For Seas:
+Death1/turn (Adjusts the Base)
For Seas at 5:
4% Popkill/turn
Diseases Units (5%?) FIXME
For Coasts:
+Death1/turn (Adjusts the Base, max 2)
Beast Mastery nature 66
4naturegem
At this point, who still uses Animals?
Oh right, Bandar Log & Andramania.
Oh well; do you want a mannish pet?
400 Fatigue
225% Casting Time
100% Battlefield Spell (Enemy)
Base Penetration: 7 ()
Animals only
Enslavement (Made your Pawn)
Dreamwild Legion glamour 55
4glamourgem
Luck-5? Really?
This MIGHT be overkill;
but hey, the Protection alternatives
can't cover everything.
400 Fatigue
225% Casting Time
100% Battlefield Spell (Friendly)
Undead negates
Inanimate negates
Lucky (Negates 75% of kills)
Legion's Demise glamour 77
4glamourgem
A battlefield enchantment.
This goes wide with an eclectic array
of cheap shots.
None of it's real, but it feels real.
400 Fatigue
275% Casting Time
Battlefield Enchantment (Caster)
Each Round:
Affects the whole Battlefield
Base Penetration: 7 ()
No Friendly Fire
5 False Magic DMG
Dreams of the Awakening God glamour 88
90glamourgem
A Global Enchantment.
An easy-ish means of Dominion victory.
They can't oppose you,
if no one believes in them!
Any preaching will slow the conquest down, though,
and holy 33 preaching will be insurmountable.
Global Enchantment
In Provinces with Dominion strength0 or lower:
(Neutral or Hostile Dominion)
+Dominion strength1/turn (85% chance)