Table of Contents

Magic

Magic is a key component of Dominions. It is one of the main articles of differentiation between nations and is crucial to success beyond the early game. It is powerful, varied, and pervasive.

Classifications / Overview

Dominions 6 has ten magic paths. Nine of these are arcane magic, thus requiring Research into new spells but also enabling that Research, while the tenth is divine magic and merely requires priestly authority. Pretender Gods and Disciples cannot use divine magic, but they can freely purchase levels in the other nine paths. Eight of the arcane paths are closely-knit, though separated into two broad categories:

The Elements
Fire
Air
Water
Earth

The Sorceries
Astral
Death
Nature
Glamour

The other two paths are considered separate, and have their own spell schools:

Blood ← Practitioners are Blood Mages, and get their spells through Research in Blood Magic.

Holy ← Practitioners are Priests, and use Divine Magic. Most do not gain Research ability from their Holy levels.

On stat sheets, the order is Fire, Air, Water, Earth, Astral, Death, Nature, Glamour, Blood, Holy. Most guides and the wiki also use this order.

Spell Schools

Spells cast in Dominions come from one of eight schools. The elemental and sorcery magic paths allow the casting of spells from these six schools:

The other two schools are:

This isn't to say that the eight primary paths are useless for Blood Magic, nor is it to say that Blood and Holy levels are useless for these six schools. Sometimes, spells require both elemental or sorcery paths and Blood or Holy paths.

Research within the seven schools that require it (Conjuration, Alteration, Evocation, Construction, Enchantment, Thaumaturgy, and Blood Magic) increases your entire faction's understanding of magic, increasing the number of spells available to all spellcasters. (All Holy spells are available from the beginning.)

Ability to cast spells is an individual matter, however, determined by the individual spellcaster's levels in each of the ten paths. The nation may have researched to the highest levels of Alteration and gained access to the spell Wish, but very few mages have the astral 99, (nine levels in Astral), to cast it.

How to Cast Spells

To cast a spell your faction knows, you must have the required levels, at least. For example, a fire 11 Initiate can cast Fire Darts, a fire 11 spell. He cannot cast Fireball, however, because that is a fire 22 spell.

Many spells have a secondary path, which is also needed. For instance, a water 33 Hydromancer cannot cast Geyser, a water 11fire 11 spell. He has more than enough power/skill with water magic, but he doesn't even know where to begin with the fire part of the spell.

For mages who lack the levels they need, they may boost up with spells and items. These cannot boost paths the mages have no levels in, however; holding a Thistle Mace will not give a mage a Nature level unless they have at least nature 11 (one level as a nature mage), for instance. They may also try Empowerment, which isn't considered a boost but rather an increase to their innate magical ability, but it comes at a great cost.

There are two broad types of spells: "Combat Magic", which can be used in battle, and "Rituals" that can only be cast in a laboratory.

Overcasting

Many combat spells (and some ritual spells) are stronger when cast by someone with a higher skill level than necessary. This only measures the primary path of the spell, when there are two; or, in other words, the path level listed first.

For combat magic, every spell benefits from the Fatigue reduction granted by excess spell levels. The Fatigue a spell generates is divided by (your excess skill levels + 1), though Spellcasting Encumbrance is added on after this. For example, Horde of Skeletons generates 40 Fatigue for a death 22 mage, but only 10 Fatigue for a death 55 mage. This is very important to consider, as a mage with 100 Fatigue or more may not cast spells.

Some spells go against Magic Resistance. These spells have a Penetration value, typically 11, to duel with Magic Resistance in the DRN matchup, and the winner decides whether or not the spell does anything. Every second extra level in the relevant magic paths adds 1 to the spell's Penetration. For example, Mind Burn has a Penetration score of 11 for astral 22 mages, but it's increased to 12 for astral 44 mages.

Gems (for Combat Magic)

If a mage has some skill in the spell's one-to-two paths, but not enough skill in the spell's primary path, they can fill the gap with gems. This may only close a one-level gap. For instance, a fire 11 Initiate with 2firegem can cast Fireball (a fire 22 spell) by expending one fire gem, but he cannot spend two fire gems to cast a fire 33 spell such as Falling Fires.

Gems can also be used to reduce the physical or mental strain of spellcasting. A mage may expend as many gems as their level in the matching magic path, to boost their spellcasting level for the purpose of Fatigue-reduction; for the purpose of boosting the mage's skill level (for making the spell better), however, this only increases their level by one.

Note that, even for high-level mages, many spells have a required gem cost. For example, Summon Fire Elemental is a fire 33 spell that requires 1firegem. A fire 22 mage such as an Anathemant Salamander may spend 2firegem to cast the spell, while a fire 33 mage such as an Anathemant Dragon may spend only 1firegem to cast the spell (but may spend 2firegem or 3firegem instead to reduce Fatigue, if allowed to), but a fire 44 mage such as an Anointed of Rhuax must also spend 1firegem.

Also note that, in battle, mages may only expend as many gems at once as their level in that path. For example, Earthquake is a earth 44 spell that costs 3earthgem. An Oracle of the Ancients may have earth 44 (four levels as an earth mage), in which case they can cast the spell, possibly spending the maximum 4earthgem to reduce the Fatigue they accrue. If the Oracle has only earth 33, however, they cannot cast the spell; they may only spend 3earthgem at once, so they cannot spend a fourth earth gem to close the level gap.

Casting Rituals

Rituals are different from spells in combat. Cast on the strategic map, they are elaborate (for the mages) and time-consuming, taking an entire turn and requiring one or more gems. They also have to be cast at a Laboratory.

Due to the time required, the rules for how gems affect combat spells do not apply to rituals. The only effective path-boosts for rituals come from items, other rituals, and some magic sites.

Indirect Magic

Merely having power or skill in a path confers some benefits. Most offer some innate leadership ability, though largely only for magic beings. Understanding of certain paths will lengthen a mage's youth by an additive 50%, too; Death for the Undead, Earth for Inanimates (who aren't Undead), Blood for Demons (who aren't Undead or Inanimate), and Nature for everything else. For those whose youth would be extended by Nature, knowledge of Fire will cause them to reach old age faster; a subtractive 5% per level.

On top of this, almost every arcane path offers a set bonus when level 3 is attained (generally considered "mastery" in game), and every arcane path offers a bonus when level 4 is attained (generally considered "god-like power" in game).

Path Leadership (multiples of 10) Mastery Bonus Godlike Skill Bonus
Regular (1), Magic (1) Fire Resistance (5) Fire Resistance (5)
Magic (1) Shock Resistance (5) Shock Resistance (5)
Magic (1) Cold Resistance (5) Cold Resistance (5)
Magic (1) +3 Natural Protection Affliction Resistance (1)
Magic (2) 8-o +1 Magic Resistance
Undead (5) Less deprecation from Old Age +10 Morale
Magic (1) Poison Resistance (5) Poison Resistance (5)
Magic (1) False Damage Regeneration (1/round) True Sight
Magic (1), Undead (1) +5 Hit Points +5 Hit Points

On top of the above, Nature mages generate 10 units of Supplies times their skill level.

Distribution

These tables will show what each age, and what each nation in that age, has on its recruits (or its national summons, if a nation without recruits). Paths with a less-than-10% chance are not included.

The last column will list the highest level total (HLT) for mages the nation can recruit, including randoms. Paired with the summed-up magic levels on the column to its left, this will give a sense of how varied and/or capable each nation's mages are.

The Early Ages

← Most common/powerful to least common/powerful, including randoms

Nation Total HLT
Arcoscephale2322204001167-8
Mekone3223000002128-9
Pangaea0012004222137-8
Ermor3111231003155-6
Sauromatia0010142021116-7
Fomoria0411031302158-9
Tir na n'Og0121003402139-10
Marverni0013302002118-9
Ulm1113013001116-7
Pyrène0323002001117-8
Agartha2024020003118-9
Abysia4001100023118-9
Hinnom3203312031186-7
Ubar43021002111410-11
Ur0233124003187
Kailasa0044202201157-8
Lanka0300022232148-9
T'ien Ch'i22322122021810-11
Yomi3103041001139-10
Caelum1411020002118-9
Mictlan2020202033148
Xibalba21020420421710-11
C'tis0010142003115-6
Machaka3003033202168-9
Berytos33321000321710-11
Vanheim1303010322158-9
Helheim1203040302158-9
Rus3301102002127-8
Niefelheim0040131232168-9
Muspelheim4200121222168-9
Pelagia01412020031310-11
Oceania0132004202147-8
Therodos1233014002168-9
Atlantis2034100003137-8
R'lyeh0041421103167-8

The Middle Ages

← Most common/powerful to least common/powerful, including randoms

The Middle Ages has some weirdness: a nation who has to summon all of their mages, and a nation whose third and fourth arcane paths are in 5% chances. That's not all that differentiates it from the other eras, though.

Nation Total HLT
Arcoscephale2022401002134-5
Phlegra4223021001157-8
Pangaea0013004122136-7
Asphodel0011034202137-8
Ermor2111240003146-7
Sceleria0110330003118-9
Pythium13204000031310-11
Man1112004301137-8
Eriu1222003402168-9
Agartha1014020003118-9
Ulm100200000254
Marignon4101300003128-9
Pyrène1202003042147-8
Abysia3001300043147-8
Ashdod3003340002156
Na'Ba4302101302169-10
Uruk0131402003147-8
Ind2012322033188-9
Bandar Log0011403001106-7
T'ien Ch'i2232202202179-10
Shinuyama3023032001149-10
Caelum1430110001116-7
Nazca22022210031413-14
Mictlan2220303003158-9
Xibalba0143022022169-10
C'tis0020133003126-7
Machaka3003023302167-8
Phaeacia0431200202149-10
Vanheim1303010322158-9
Vanarus2321022222188-9
Jotunheim0030232332186-7
Nidavangr0221332011158-9
Ys1031202402159-10
Pelagia1242202002156-7
Oceania0132004202147-8
Atlantis2052200003146
R'lyeh0031401102126-7

Interestingly, the average national access decline is only a tenth of a level or so. The average strength of the best mages/priests declines by around a third of a level, or around 5%.

The Late Ages

← Most common/powerful to least common/powerful, including randoms

The Late Ages has a nation whose mages are all summons, and a nation who gets expanded magic access after a certain turn threshold. For the latter, the expanded magic access is included. And, last-but-not-least, there's another nation who has magic diversity hidden behind 5% chances.

Nation Total HLT
Arcoscephale2022322202176-7
Phlegra4213220002169-10
Pangaea011210300195-6
Pythium2121223112176-7
Lemuria0110340003129
Man1302210102124-5
Ulm1102210112114
Agartha2023130002137-8
Marignon3222201233206-7
Abysia3000320043157
Ragha3320220022166-7
Caelum1312030002128-9
Gath2002222023157-8
Patala00432022021510-11
T'ien Ch'i0222222101146-7
Jomon2232202002155-6
Mictlan2040202033169-10
Xibalba01430320231810-11
C'tis2001140003116-7
Midgård0301210112116
Bogarus2201310023147-8
Utgård0020331232166-7
Vaettiheim0020121221116-7
Feminie2010301302129-10
Piconye2012301003127-8
Andramania2012202002119-10
Pyrène1201000332126-7
Erytheia2232201002145-13
Atlantis1141230002148-9
R'lyeh0031401202136-7

Interestingly, the average path decline is only a tenth of a path or so, maybe closer to a twentieth. However, the average strength of the best mages/priests declines by around half of a level, or around 7%; around 12% from the Early Ages.