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.
Spell | Req | Effect | Stats |
---|---|---|---|
Sleep Ray | 1 | 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) |
Spell | Req | Effect | Stats |
---|---|---|---|
Desiccation | 2 | 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 | 21 | 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 | 1 | 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 | 1 | A self-buff. Starts and helms a Communion. | 20 Fatigue 100% Casting Time Communion Master |
Communion Slave | 1 | A self-buff. Someone has to cast it. | 20 Fatigue 100% Casting Time Communion Slave |
Horror Mark | 2 | 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 | 1 | 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 | 1 | 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 | 1 | 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 | 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 | 1 | 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 | 1 | 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 | 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) |
Spell | Req | Effect | Stats |
---|---|---|---|
Bonds of Fire | 1 | 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 | 2 | 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 | 1 | 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 | 1 | 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 | 11 2 | 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 ) |
Returning | 2 2 | 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 | 2 | 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 | 1 | 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 | 2 | 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) |
Spell | Req | Effect | Stats |
---|---|---|---|
Rage | 2 | 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 | 2 2 | 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 | 2 2 | Has up to fifteen birdies carry one gem each. They cannot carry Blood 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 | 2 3 | Has a big bird lug an item. Heavy items can't be transported. The 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 | 3 | 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 | 1 | 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 | 3 2 | 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 | 2 2 | 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 | 2 | 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 | 2 3 | 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 ) |
Luck | 1 | 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 | 2 | 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" |
Spell | Req | Effect | Stats |
---|---|---|---|
Furious Warriors | 2 | 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 | 3 | 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 | 2 2 | 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 | 3 | 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 | 2 3 | 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 | 2 | 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 | 2 5 | 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 | 2 3 | 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 ) |
Teleport | 3 2 | Go ANYWHERE! Anywhere within range, anyway. Anywhere not hidden in the Fog of War. | Ritual Range: 6 Provinces Teleport |
Terror | 3 | 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 | 1 | 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 | 2 | "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 | 2 | 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 | 3 | 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 | 4 5 | 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 | 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 | 2 | 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 | 3 | 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 | 31 3 | 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) |
Spell | Req | Effect | Stats |
---|---|---|---|
Gift of the Furies | 3 1 | 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 | 3 4 | A self-affecting ritual. Burns a Disease off! You then return the flames to The damage might cause a new Disease; if so, then whoops. | Ritual Impossible Underwater Local (Caster) Cures Disease 20 AN Fire DMG |
Raging Hearts | 4 10 | 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 | 3 | 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 | 4 6 | 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 ) |
Teleport Item | 2 3 | 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 | 3 | 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 | 2 | 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 | 3 | 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 | 2 | 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 | 2 1 | 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 | 3 1 | 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 | 4 20 | 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 | 2 | 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 | 2 | 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) |
Spell | Req | Effect | Stats |
---|---|---|---|
Choleria | 5 20 | 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) +2 (Adjusts the Base) + 1-6 Unrest/turn Duration: 1 (+1 per ) |
Sanguinia | 5 20 | 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 ) |
Phlegmatia | 5 20 | 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) +3 (Scale Dump) - 1-2 (Friendly or Hostile) Desertion (All Units): MR vs. 10 negates Morale vs. 10 negates Disappear (No Corpse) |
Melancholia | 5 20 | A provincial attack spell. Strengthens the spleen's in a province of your choice, resulting in such apathy and melancholy that people may quit their jobs. | Ritual Range: 5 Provinces (Enemy) +2 (Scale Dump) - 2-3 (Friendly or Hostile) Desertion (All Units): MR vs. 10 negates Morale vs. 10 negates Disappear (No Corpse) |
Enslave Mind | 4 | 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 | 4 15 | 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 | 4 10 | 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 | 3 | 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 | 5 10 | 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 | 51 75 | 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 | 4 1 | 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 | 21 | 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 | 31 | 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 | 42 20 | 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) |
Sandman's Blessing | 5 | 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 | 5 15 | 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 |
Spell | Req | Effect | Stats |
---|---|---|---|
Purgatory | 6 60 | 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 | 5 50 | 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 | 7 70 | 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: 2+: 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 | 5 25 | 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 | 4 3 | 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 | 4 1 | 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 | 7 70 | 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 +2 (Adjusts the Base) + 1-4 Unrest/turn 2% Popkill/turn For Each Unit 40% Chance Age: + 1-4 Years |
Fury of the Wild | 4 2 | 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 | 3 | 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 | 3 | 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 | 5 60 | 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 +15/turn Far Caster (3, Glamour) |
Spell | Req | Effect | Stats |
---|---|---|---|
Hydrophobia | 2 1 | 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 | 66 70 | 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 | 5 60 | A provincial Global Enchantment. Opens a window to an Air Plane. Converting Air Plane air to Air Gems isn't super efficient, but the wasted air can be redirected in various ways. | Global Enchantment (Local) +20/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 | 5 25 | Teleport with your friends! This time, it's like the proper Teleport spell! | Ritual Range: 5 Provinces Teleport (with Troops) |
Soul Drain | 55 5 | 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 | 5 10 | 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 | 5 15 | 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 | 7 7 | 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 | 5 30 | Summons a stubborn life force: the biomass equivalent of a 3 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 | 4 2 | 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) |
In typical games, you may research only one of these spells at a time.
Spell | Req | Effect | Stats |
---|---|---|---|
Winds of Arcane Drought | 76 90 | A provincial Global Enchantment. A real Magic-sucker. It primarily steals Elemental magic. Not even unfound Sites are safe! Air Gems are especially unsafe! | Global Enchantment (Local) Impossible Underwater Drain (Adjusts the Base) Locally: +5 Within 6 Provinces: +3 Elsewhere: +1 Locally & Within 6 Provinces: Gem-Sucking Seas are immune Caves are immune Steals Magic Site Output : 100% : 50% : 25% Others: 0% Only Grants (2 non-'s → 1) |
Elemental Dampening | 73 60 | 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%, ) Elemental Rituals cost 20% more. -1 Size to all Elementals |
Arcane Analysis | 4 25 | May save you many Astral 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 | 6 60 | 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 175 are used… (Guaranteed at 224 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 are Spent: Major Astral Disruption "Anonymous" +1 (Scale Dump) Horror Marks Units (4%) Adds a Global Enchantment Slot Otherwise: Minor Astral Disruption "Anonymous" +1 (Scale Dump) Horror Marks Units (2%) |
Master Enslave | 8 8 | 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 | 53 40 | Bridges to the Grey Tower of Nexus, in the spooky and starry Void. Take it to recruit 3 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 | 64 90 | 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: +1/turn (Adjusts the Base) For Seas at 5: 4% Popkill/turn Diseases Units (5%?) For Coasts: +1/turn (Adjusts the Base, max 2) |
Beast Mastery | 6 4 | 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 | 5 4 | 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 | 7 4 | 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 | 8 90 | 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 3 preaching will be insurmountable. | Global Enchantment In Provinces with 0 or lower: (Neutral or Hostile Dominion) +1/turn (85% chance) |