Alteration is a school of magic. Its spells alter the real world directly.
This is a huge spell school, even slightly bigger than Enchantment. Aside from mere toughening spells (also known as "buffs"), there are ways to alter people for the worse, ways to alter appearances, and even ways to alter fate itself. One can even move the Moon with these spells. Whatever it is, though, Alterations are typically just as temporary as equivalent Enchantments.
Most Alterations can be cast Underwater, and the stat column will specifically note those that aren't.
For help understanding the tables, click here.
Spell | Req | Effect | Stats |
---|---|---|---|
Air Shield | 1 | A self-buff. This makes an air bubble around you. It'll block any single-target projectile that isn't Armor-Negating! | Impossible Underwater 10 Fatigue 100% Casting Time Air Shield (80%) |
Twist Fate | 1 | A self-buff. Is Dominions deterministic? Only in small bursts, such as after casting this. | 10 Fatigue 100% Casting Time Twisted Fate (negates the next wound) |
Hand of Dust | 1 | Dusts a tiny area. Technically, it's just a 1-range single-target projectile spell, so you're liable to miss with this in duels. | 10 Fatigue 50% Casting Time Range: 1 Square AOE: One Target 6 AN Magic DMG (+1 per ) |
Poison Touch | 1 | One minute you're fine; and the next, someone's transmuted the inside of your shirt into contact Poison. Life isn't fair. | 5 Fatigue 50% Casting Time Range: 1 Square AOE: One Target 10 AN Poison DMG (+5 per ) |
Spell | Req | Effect | Stats |
---|---|---|---|
Distill Gold | 1 10 | A month of dilligent rock-evaporating. There's gold in every rock, don't you know? | Ritual Local +250 Gold (Alchemical Ritual) |
Charge Body | 1 | A self-buff. Suffuse yourself in static. This will prank your next attacker with DEATH! | 5 Fatigue 100% Casting Time Overcharged When Hit in Melee: Discharge 20 AN Shock DMG (Attacker) 5 AN Shock DMG (Caster) |
Earth Grip | 1 | An Earth classic. The Earth will suck someone down, holding them there until they push out. | 10 Fatigue 100% Casting Time Range: 20 Squares +5 Precision AOE: One Target Floating negates Flying negates Nonmagical Entrapment (STR vs. 23 to break out) |
Fists of Iron | 1 | Transforms your hands into magic contraptions. They'll auto-punch your foe multiple times, if magical enough! | 20 Fatigue 50% Casting Time Range: 1 Square 1 Punch (+1 per ) AOE: One Target 15 Blunt DMG (+STR) |
Skeletal Body | 1 | A self-buff. Mummify yourself! Don't worry, it's only temporary. | 20 Fatigue 100% Casting Time Spiritform negates Pierce Resistance (50%) |
Hand of Death | 2 | Makes your hand "deadly". Whatever that means, it sure is effective. | 5 Fatigue 50% Casting Time Range: 1 Square AOE: One Target 40 AN Magic DMG (+5 per ) |
Cat Eyes | 1 | A self-buff. Lets you see in the dark a little better. | 5 Fatigue 100% Casting Time Low-light Vision (50% Darkvision) |
Eagle Eyes | 1 | A self-buff. Improves your vision, though not your light contrast. | 5 Fatigue 100% Casting Time Improved Precision (+4 PREC) |
Personal Barkskin | 1 | A self-buff. Gives yourself rough, bark-like skin. Should your skin already be better than tree bark, the spell will have trouble improving it. | 5 Fatigue 100% Casting Time Spiritform negates Barkskin (+7 NAT PROT, up to 10, or +1 if already 10 or higher) (-5 Fire Resistance) |
Personal Poison Resistance | 1 | A self-buff. Alters your body to resist Poison. It's less effective than the Enchantment… | 5 Fatigue 100% Casting Time +10 Poison Resistance |
Blurred Body | 1 | A self-buff. Makes your appearance cause migraines. Rather than increase stats, this lowers the stats of attackers, while they attack. | 10 Fatigue 100% Casting Time Blur (Distracts Attackers) On a Melee Hit Attempt: True Sight negates Blindness negates -2 ATT (this attempt) |
Spell | Req | Effect | Stats |
---|---|---|---|
Burn | 1 | Sets someone on fire. (Or, well, alters their state to be "on fire".) Rain will douse them. | Impossible Underwater 10 Fatigue 100% Casting Time Range: 30 Squares AOE: One Target Burn (Temporary 1dSize DMG/rnd.) |
Resist Cold | 1 | A self-buff. Opposes your body to being cold. Water Enchantments would do it better, sure, but that's another path! | 10 Fatigue 100% Casting Time +5 Cold Resistance |
Personal Mistform | 2 | A self-buff. Make yourself misty! This isn't Etherealness; anything that goes through your form will still hurt a little. Colossal hits and magical damage will end the spell, to prevent you from coming apart. There's also a 1% failure rate against other stuff. | 10 Fatigue 100% Casting Time Mistform (DR 25/) When HP Damage is Taken: Reduce it by 25, or to 1 point; whichever lowers it by less. Ended by the Following Hits, after reducing their Damage: - Hits that would otherwise do 25+ DMG - Hits that would otherwise do 2+ DMG (1% chance) - Magic Hits (even 0-to-1-DMG Hits) |
Ice Shield | 1 | A self-buff. A slab of ice will bob and swing around you, blocking roughly 50% of hits… if they aren't Armor-Negating or splash-damage abominations, anyway. | 20 Fatigue Underwater ONLY 100% Casting Time Protective Force (50% chance of +20 PROT) |
Quicken Self | 1 | A self-buff. Makes you fast! You'll act twice a round! It doesn't speed spellcasting, however. | 20 Fatigue 100% Casting Time Quickness (+2 ATT, +2 DEF, doubled rounds) |
Resist Fire | 1 | A self-buff. Water doesn't burn, so you'll be like that. | 10 Fatigue 100% Casting Time +5 Fire Resistance |
Gooey Water | 2 | Transmutes water into slime. It doesn't drown fish; it just makes them move slowly. Each round, the Slimed get a Magic Resistance check; if this beats a 22 (with dueling DRNs), the condition ends. | 20 Fatigue Underwater ONLY 100% Casting Time Range: 35 Squares (+5 per ) +2 Precision AOE: 5 Squares (+1 per ) Base Penetration: 11 () Slimed Slowed (-2 ATT, -2 DEF, halved rnds.) -2 Attack Skill (on top of the above) -2 Defence Skill (on top of the above) |
Alchemical Transmutation | 1 10 | Honest-to-gosh Alchemy. This doesn't make gold, since that's a Fire metal, but many silvery metals are also nice. | Ritual Local +200 Gold (Alchemical Ritual) |
Armor of Achilles | 1 | Did Achilles ever go naked due to his armor falling off? Perhaps he did, in this universe. What "Armor DMG" actually does is not well understood. | 40 Fatigue 100% Casting Time Range: 15 Squares +3 Precision AOE: 1 Square 10 Armor/Shield DMG |
Personal Stoneskin | 1 | A self-buff. Gives yourself rough, stone-like skin. This Barkskin "alternative" has its own strengths and shortcomings. | 10 Fatigue 100% Casting Time Spiritform negates Overrides Barkskin Stoneskin (+10 NAT PROT, up to 15, or +3 if already 13 or higher) (-5 Cold Resistance) |
Resist Lightning | 1 | A self-buff. The Earth takes lots of lightning, and so will you. | 10 Fatigue 100% Casting Time +5 Shock Resistance |
Gift of Cheated Fate | 1 | Helps a square out. The help is brief, but re-appliable! | 20 Fatigue 100% Casting Time Range: 10 Squares AOE: 1 Square Twisted Fate (negates the next wound) |
Weakness | 1 | A little purple orb that makes fellas weaker. Good luck fixing this! | 20 Fatigue 100% Casting Time Range: 25 Squares +3 Precision AOE: One Target Base Penetration: 11 () 3 Weakness (Reduces Strength) (Ignores Air Shield) |
Enlarge | 2 | Embiggens a square. It comes with two upsides, one downside, and one stat-change whose badness depends on the targets' original Size. | 20 Fatigue Range: 10 Squares AOE: 1 Square Spiritform negates Enlarged (for the battle) +1 Size +30% HP (Current and Max) +3 STR -1 DEF |
Mirror Image | 1 | A self-buff. Gives you Shadow Clones. They do what you do; uselessly, of course, but they'll probably catch a sword on your behalf! (This was changed from previous games, but without full documentation on its effect.) | 10 Fatigue 100% Casting Time Mirror Images (2 per ) (1 if you don't have levels) When Hit in Melee: Spirit Sight negates Blindness negates n = # of Mirror Images N = n / (n + 1) N chance the DMG is negated; if 1+ DMG is negated, one Mirror Image disappears |
Blur | 1 | Blurs a whole square. It should be noted that the effects are visual, thus not working on the Blind. | 20 Fatigue 100% Casting Time Range: 20 Squares AOE: 1 Square Blur (Distracts Attackers) On a Melee Hit Attempt: True Sight negates Blindness negates -2 ATT (this attempt) |
Spell | Req | Effect | Stats |
---|---|---|---|
Inner Sun | 11 1 | A self-buffing ritual. If a fella kills you, you'll flash-bang them with Pantokrator-tier sunlight! Everyone knows how to close their eyes, but the Undead and Demons will have some issues. | Ritual Local (Self-Application) The Undead cannot cast Inner Fire Light Explosion On Death AOE: 35 Squares Base Penetration: 11 () Demons only Undead only (Either one works) 15 AN Magic DMG |
Cold Resistance | 2 | Inner toastiness. This is enough to cover Frost Clouds, in most cases. | 20 Fatigue 100% Casting Time Range: 15 Squares AOE: 1 Square +5 Cold Resistance |
Immolation | 2 | Become a giant sparkler! According to the Mod Inspector, mages won't use this off-script unless they're in an Assassination battle. | Impossible Underwater 20 Fatigue 100% Casting Time Range: 0 Squares (Centered on Caster) AOE: 7 Squares 12 AP Fire DMG (+1 per ) |
Protective Winds | 2 | The winds will curl around fellas. This doesn't prevent breathing, thank goodness. | Impossible Underwater 40 Fatigue 100% Casting Time Range: 15 Squares AOE: 3 Squares (+1 per ) Air Shield (80%) |
Mist | 3 1 | A Battlefield Enchantment. Thickens the air with tiny bits of magic. The air becomes opaque, and an ideal medium for Clouds to emulsify in. | Impossible Underwater 100 Fatigue 200% Casting Time Battlefield Enchantment (Neutral) Halves base Precision Clouds no longer dissipate |
Fire Resistance | 2 | Inner coolness. This is enough to cover Heat Clouds, in most cases. | 20 Fatigue 100% Casting Time Range: 15 Squares AOE: 1 Square +5 Fire Resistance |
Freeze | 2 | Makes fellas very cold. There's no damage; it just sets their states to "frozen". | 20 Fatigue 100% Casting Time Range: 25 Squares Sure Hit AOE: 1 Square Freeze (Slowed, 2d6 Cold FAT/rnd.) |
Personal Ironskin | 1 | A self-buff. Gives yourself perfect, metallic skin. This Stoneskin "alternative" is powerful, but it makes you more vulnerable to common Armor-Negating DMG. | 20 Fatigue 100% Casting Time Spiritform negates Overrides Barkskin Overrides Stoneskin Ironskin (+13 NAT PROT, up to 20, or +5 if already 16 or higher) (-5 Shock Resistance) |
Earth Meld | 2 | First it Transmutes Rock into Mud. Then it Transmutes Mud into Rock. This is tiring for a reason! | 60 Fatigue 100% Casting Time Range: 25 Squares +3 Precision AOE: 5 Squares Floating negates Flying negates Nonmagical Entrapment (STR vs. 23 to break out) |
Lightning Resistance | 2 | Inner grounding. This'll help against the zaps of Air Elementals. | 20 Fatigue 100% Casting Time Range: 15 Squares AOE: 1 Square +5 Shock Resistance |
Body Ethereal | 1 | Makes fellas incorporeal. This is like Blink (from Dungeons & Dragons), but without the 75% reduction to the damage the fellas deal. | 30 Fatigue 100% Casting Time Range: 10 Squares AOE: 1 Square Ethereal (75% Mundanity Resistance) |
Animate Tree | 1 | Makes plants "properly" alive for a bit! They'll be grateful enough to mess with your foes actively, instead of just being neutral roadblocks. | Impossible Underwater 20 Fatigue 100% Casting Time Range: 10 Squares Sure Hit AOE: 1 Square Only affects Bushes & Trees (These aren't in Wastes or Caves.) Replaces Bushes with Animated Bushes (Same Size) Replaces Trees with Animated Trees (Same Size) |
Barkskin | 1 | Formerly called "Protection", this spell lets fellas avoid nasty cuts and bruises. Even 2 AP Fire Damage will benefit from the bark, however… | 20 Fatigue 100% Casting Time Range: 10 Squares AOE: 1 Square Spiritform negates Barkskin (+7 NAT PROT, up to 10, or +1 if already 10 or higher) (-5 Fire Resistance) |
Gift of Cat Eyes | 1 | Very helpful in caves, this spell will scrape 2 off the typical -3 Darkness penalty. | 20 Fatigue Range: 15 Squares AOE: 2 Squares (+1 per ) Low-light Vision (50% Darkvision) |
Mossbody | 11 | Covers some fellas in magical moss. The moss is damp, soft, and highly reactive. The moss will eventually tire of helping, dispersing in a cloud of spores. Why isn't this an Evocation or a Conjuration? Because the caster has to prep the target's skin! | 20 Fatigue 100% Casting Time Range: 10 Squares AOE: 1 Square Spiritform negates Mossbody (DR 15/) Reduces DMG taken (75% chance) - Doesn't affect Internal Damage. - First, adds 5 Fire Resistance, just against this Damage. - Then, reduces DMG by 15 or to zero; whichever lowers it by less. D = (DMG taken / 15) (calculated after Fire Resistance, but before Damage Reduction) D chance to "Pop" after reducing the DMG taken: Removes the trait AOE: 4 Squares 1 AN Poison DMG |
Torpor | 2 | Triggers hibernation in some fellas. It also adds some Fatigue, just in case. | 20 Fatigue 100% Casting Time Range: 35 Squares Sure Hit AOE: 1 Square Base Penetration: 11 () Mindless negates Undead negates Inanimate negates 20 AN Magic FAT (+5 per ) Asleep (useless until harmed) |
Displace Body | 2 | A self-buff. Offsets your image by a step. Fellas will catch on quick, but they'll have trouble finding where you really are! | 10 Fatigue 100% Casting Time Overrides Blur Displacement (Fools Attackers) On a Melee Hit Attempt: True Sight negates Blindness negates -10 ATT (first attempt only) -5 ATT (successive attempts) |
Group Blur | 2 | Blurs several squares. Does not stack with Displacement or Invisibility, unfortunately. | 40 Fatigue 100% Casting Time Range: 20 Squares AOE: 3 Squares (+1 per ) Blur (Distracts Attackers) On a Melee Hit Attempt: True Sight negates Blindness negates -2 ATT (this attempt) |
Spell | Req | Effect | Stats |
---|---|---|---|
Combustion | 1 | Sets some fellas on fire. (Or, well, alters their states to be "on fire".) Snow will douse them. | Impossible Underwater 20 Fatigue 100% Casting Time Range: 30 Squares AOE: 1 Square Burn (Temporary 1dSize DMG/rnd.) |
Lacerating Winds | 2 | Japanese RPG wind magic. This shapes air to be mean and punishing! | Impossible Underwater 20 Fatigue 100% Casting Time Range: 45 Squares (+5 per ) +1 Precision AOE: 5 Squares (+1 per ) 5 Magic DMG (+1 per ) |
Mistform | 2 | Makes a square foggy. How will the fellas stay distinct from each other? | 20 Fatigue 100% Casting Time Range: 10 Squares AOE: 1 Square Mistform (DR 25/) When HP Damage is Taken: Reduce it by 25, or to 1 point; whichever lowers it by less. Ended by the Following Hits, after reducing their Damage: - Hits that would otherwise do 25+ DMG - Hits that would otherwise do 2+ DMG (1% chance) - Magic Hits (even 0-to-1-DMG Hits) |
Liquid Body | 1 | A self-buff. Become a liquid! Weapon attacks won't matter all that much, but your bones and muscles are rigid for a reason! | 20 Fatigue 100% Casting Time Spiritform negates Liquid Body (Soft Fortitude) Slash Resistance (50%) Blunt Resistance (50%) Pierce Resistance (50%) +1 Affliction Resistance (1 gives ~50%) -4 STR -25% CS |
Encase in Ice | 2 | Freezes a square. While in a block of ice, fellas are protected, but can't do a thing! The ice lasts 10 rounds at most. | Underwater ONLY 20 Fatigue 100% Casting Time Range: 25 Squares Sure Hit AOE: 1 Square Encased in Ice (Entrapped) C = 10 +C Armor Protection 5 AN Cold FAT/rnd. STR vs. (12 + C) to break out On a Failed Breakout: → Take your roll and the opposing roll → Subtract C from the opposing roll → B = (STR roll) - (opposing roll) → If B ≤ 0, subtract 1 from C; Otherwise, subtract B from C → If C ≤ 0, break out |
Quickness | 2 | Speeds a square. The quick get twice as many rounds as others! This doesn't speed up spellcasting, however. | 20 Fatigue 100% Casting Time Range: 15 Squares +1 Precision AOE: 1 Square Quickness (+2 ATT, +2 DEF, doubled rounds) |
Slow | 2 | Slows a square. The slow don't just move slower; they also cast spells slower! | 20 Fatigue 100% Casting Time Range: 30 Squares Sure Hit AOE: 1 Square Base Penetration: 11 () Slowed (-2 ATT, -2 DEF, halved rounds) |
Wolven Winter | 3 5 | Do you need Cold? Good news! This ritual exists. It's not without consequence, but it's also "anonymous". | Ritual Range: 5 Provinces Seas are immune Cold Wave "Anonymous" +3 (Scale Dump) 5% Popkill |
Temper Flesh | 1 | A self-buff. Temper yourself, like iron or something! This is another Fire counter; such an unfortunate path. | 20 Fatigue 100% Casting Time Spiritform negates +5 Fire Resistance Fortitude Slash Resistance (50%) Blunt Resistance (50%) Pierce Resistance (50%) |
Stoneskin | 2 | Stoneskin for fellas other than yourself; or yourself as well, if you cast it on your square. | 20 Fatigue 100% Casting Time Range: 15 Squares AOE: 1 Square Spiritform negates Overrides Barkskin Stoneskin (+10 NAT PROT, up to 15, or +3 if already 13 or higher) (-5 Cold Resistance) |
Blight | 21 5 | A provincial attack spell. (Also known as a war crime.) Strikes the soil, causing a famine. In these dark ages, nations can only buy 120 Gold worth of food to bring to the victims. | Ritual Range: 5 Provinces (Enemy) Seas are immune Crop Blight "Anonymous" Max. 1/province/turn +15 Unrest 5% Popkill -120 Gold |
Curse of Stones | 3 3 | With a red flash, the Earth's weight will seemingly lay on foes. This expensive spell is easily "dodged", if only because the Earth is far from smooth. Cast it early for the maximum effect. | 300 Fatigue 200% Casting Time 100% Battlefield Spell (Enemies) Base Penetration: 7 () The Curse of Stones -25% CS +3 ENC +1d4 FAT whenever a unit changes position |
Destruction | 3 | To be frank, I have no idea what this spell does. Maybe the damage gets a multiplier… | 40 Fatigue 100% Casting Time Range: 30 Squares +3 Precision AOE: 6 Squares 5 Armor/Shield DMG |
Stygian Skin | 11 | A self-buff. Step 1: Make water. Step 2: Make it water from the Styx. Step 3: Shower yourself. If underwater, just do Step 2 and wave your hands a bit. | 20 Fatigue 100% Casting Time Stygian Invulnerability (Min. 15 Mundane NAT PROT) |
Arouse Hunger | 3 8 | Turns some guys into ravenous Ghouls. Which guys? Well… layabouts. Presumably one's made a Commander, if you use this as a remote attack. | Ritual Impossible Underwater Range: 5 Provinces Seas are immune Ghoul x40 (+5 per ) |
Elemental Fortitude | 1 | A self-buff. Elemental Resistance, at least to the main three elements. Is Poison an element? This spell says no. | 10 Fatigue 100% Casting Time +5 Fire Resistance +5 Shock Resistance +5 Cold Resistance |
Group Barkskin | 2 | This already? I struggle to find a thing to say about this. | 40 Fatigue 100% Casting Time Range: 15 Squares AOE: 3 Squares (+1 per ) Spiritform negates Barkskin (+7 NAT PROT, up to 10, or +1 if already 10 or higher) (-5 Fire Resistance) |
Shrink | 2 | Growth is temporary, but Shrinking? That's forever. Is shrinking bad? In most cases, yes. | 20 Fatigue 100% Casting Time Range: 20 Squares (+2 per ) AOE: 1 Square Base Penetration: 11 () Spiritform negates Shrunk (forever) -1 Size -30% HP (Current and Max) -3 STR +1 DEF -2 MM |
Swarm | 2 1 | SPAM! This turns whatever critters are closest into giants! (By their standards.) Underwater, Shrimp and minnows are changed instead. | 100 Fatigue 125% Casting Time Range: Closest Squares 20 Random Fellas (+2 per ) - Frog (land) - Large Ant (land) - Large Beetle (land) - Large Spider (land) - Dragonfly (land) - Fish (Underwater) - Large Shrimp (Underwater) - Large Fish (Underwater, rare) |
Twilight | 3 1 | A Battlefield Enchantment. Twilight in Dominions is weird! This spell uses that to the caster's advantage. The caster and their mage friends will benefit greatly from this! | Impossible Underwater 100 Fatigue 200% Casting Time Battlefield Enchantment (Neutral) No effect in any Darkness value other than zero +1 pathboost Skewed Perspectives True Sight negates Darkvision negates -2 PREC |
Spell | Req | Effect | Stats |
---|---|---|---|
Transmute Fire | 2 10 | Turn Fire Gems directly into gold! No base metals are involved. Does this mean Alchemy's a sham? No, shush, perish the thought! | Ritual Local +350 Gold (Alchemical Ritual) |
Cold Resistant Warriors | 3 1 | A Level-3 Resist. Very nice to have. | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) +5 Cold Resistance |
Incinerate | 3 | Light a fire in their heart! (Or, well, whatever cavity they have. There's gotta be something, right?) | 20 Fatigue 100% Casting Time Range: 30 Squares Sure Hit AOE: One Target 18 Internal Fire DMG (+2 per ) |
Solar Eclipse | 31 1 | Gives the Sun a little spot. What's the effect, in Dominions? Night-like Darkness, of course! As for why it doesn't work underwater… Um… Separation from the Sun, I guess? | Impossible Underwater 100 Fatigue 200% Casting Time Battlefield Enchantment (Neutral) Sets Darkness to 3 (Other effects can make it higher.) |
Arrow Ward | 3 1 | The air will now block enemy projectiles, for many lucky fellas. | Impossible Underwater 40 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) Air Shield (80%) |
Storm | 4 1 | A Battlefield Enchantment. Alters the weather to be very bad. Imagine Level-2 Rain, or Level-2 Snow! Some like it a lot; most don't, however. | Impossible Underwater Impossible in Caves 100 Fatigue 200% Casting Time Battlefield Enchantment (Neutral) Halves base PREC Interrupts 50% of Projectiles (but only nonmagical ones) Bans Flying (Storm Immunity allows Flying) Douses Burning units Clouds dissipate 100% faster In 0+: Primarily-Fire spells that can't be cast Underwater cost 50% more Fatigue |
Gift of Formlessness | 2 | Gives fellas indefinite forms. Is this always good? No. Is it good for line-holders? Arguably, yes! | 40 Fatigue 100% Casting Time Range: 10 Squares AOE: 1 Square Spiritform negates Liquid Body (Soft Fortitude) Slash Resistance (50%) Blunt Resistance (50%) Pierce Resistance (50%) +1 Affliction Resistance (1 gives ~50%) -4 STR -25% CS |
Fire Resistant Warriors | 3 1 | A Level-3 Resist. Quite nice to have. | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) +5 Fire Resistance |
Winter's Chill | 3 | Makes many fellas cold… from the inside out, anyway. At least it's kinda gentle. | 20 Fatigue 100% Casting Time Range: 25 Squares Sure Hit AOE: 5 Squares (+1 per ) Freeze (Slowed, 2d6 Cold FAT/rnd.) |
Bone Melter | 32 | Turns a square to goo, particularly the bones. Spirit Forms lack bones, while the Ethereal hide theirs. | 20 Fatigue 100% Casting Time Range: 25 Squares +3 Precision AOE: 1 Square Base Penetration: 11 () Spiritform negates Nonmagical Instakill |
Ironskin | 2 | Give fellas flawless skin, as long as they don't mind being extra conductive. | 40 Fatigue 100% Casting Time Range: 10 Squares +2 Precision AOE: 1 Square Spiritform negates Overrides Barkskin Overrides Stoneskin Ironskin (+13 NAT PROT, up to 20, or +5 if already 16 or higher) (-5 Shock Resistance) |
Group Stoneskin | 3 | Stoneskin for many. It's alright; 6 AP Cold DMG or more will get through it, though. | 40 Fatigue 100% Casting Time Range: 15 Squares AOE: 3 Squares (+1 per ) Spiritform negates Overrides Barkskin Stoneskin (+10 NAT PROT, up to 15, or +3 if already 13 or higher) (-5 Cold Resistance) |
Lightning Resistant Warriors | 3 1 | A Level-3 Resist. Nice to know how to cast. | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) +5 Shock Resistance |
Maws of the Earth | 3 1 | Gives Gaia a mouth, so she can crush some idiots. After the bite, the mouth reverts to being normal ground. | 100 Fatigue 125% Casting Time Range: 30 Squares (+5 per ) +3 Precision AOE: 7 Squares (+1 per ) Floating negates Flying negates 15 AP Magic DMG (+1 per ) Also: Nonmagical Entrapment (STR vs. 23 to break out) |
Shatter | 3 | Breaks a body. The body must be lifeless; otherwise, the forces of Earth would feel guilty about it. | 20 Fatigue Range: 15 Squares Sure Hit AOE: One Target Inanimate only 35 AN Magic DMG (+5 per ) On DMG: Limp Nonmagical Limp (Halved CS) Also on DMG: Cripple Base Penetration: 11 () Nonmagical Crippled (CS capped at 2) |
Baleful Star | 3 7 | A provincial attack spell. Spins the Stellar Sphere so that Maleficent, the unluckiest of stars, shines over some fellas. Those closest get cursed. Everyone else gets uppity. | Ritual Impossible Underwater Range: 7 Provinces An Ill Omen "Anonymous" Max. 1/province/turn +3 (Scale Dump) +30 Unrest Curses Units (10%) |
Enfeeble | 2 1 | Alters some fellas' Strength scores to be 2 points lower. It's petty, but effective! | 100 Fatigue 125% Casting Time Range: 25 Squares +3 Precision AOE: 6 Squares (+2 per ) Base Penetration: 11 () 2 Weakness (Reduces Strength) |
Invulnerability | 3 | A self-buff. Reserves your flesh for mortification by magic. This works with Armor Protection, but not Skin protection. Liches have a similar thing that's always active! | 20 Fatigue 100% Casting Time Overrides Stygian Invulnerability Lichlike Invulnerability (Min. 25 Mundane NAT PROT) |
Drain Life | 4 | Some arithmetic; adds to your HP, by subtracting from another's. | 10 Fatigue 100% Casting Time Range: 30 Squares Sure Hit AOE: One Target Inanimate negates 14 AN Drain DMG (+1 per ) |
Blood Poisoning | 2 | A ranged Poison Touch. Just imagine having some of your blood turned AB+ from far away! I wouldn't go outside. | 20 Fatigue 100% Casting Time Range: 30 Squares Sure Hit AOE: One Target 15 Internal Poison DMG (+2 per ) |
Gift of Cat Eyes | 3 1 | Preps many fellas for cave combat. Good for archers, mages… Anyone, really. | 100 Fatigue Range: 15 Squares 125% Casting Time AOE: 20 Squares (+1 per ) Low-light Vision (50% Darkvision) |
Mother Oak | 5 50 | A provincial Global Encahtnment. Knights an oak tree, like how I imagine Treelords can be re-summoned in different provinces. Do they become Yggdrasil? No, Yggdrasil is an ash tree. | Global Enchantment (Local) +2 (Adjusts the Base) +10 per turn |
Nightfall | 3 1 | A simulated sunset. It only works with Twilight. It also suppresses Twilight; if the Nightfaller bites it, Twilight resumes. | Impossible Underwater 100 Fatigue 200% Casting Time Requires Twilight Battlefield Enchantment (Neutral) Sets Darkness to 3 (Other effects can make it higher.) Stops working if Twilight is Dispelled |
Shadow Warriors | 3 1 | Blurs many squares! Again, this is a low-priority Glamour thingy, like Barkskin to other skins. | 100 Fatigue 125% Casting Time Range: 20 Squares AOE: 20 Squares (+1 per ) Blur (Distracts Attackers) On a Melee Hit Attempt: True Sight negates Blindness negates -2 ATT (this attempt) |
Spell | Req | Effect | Stats |
---|---|---|---|
Blindness | 1 | Ruins a fella's eyes. The description says it does this with a burst of light; how does Alteration do that? Perhaps it makes the pupils white, instead. | 20 Fatigue 100% Casting Time Range: 20 Squares Sure Hit AOE: One Target Blinded (-9 ATT, -9 DEF, & -9 PREC) |
Boil | 31 | Boiling part of the ocean? Boiling part of the BOTTOM of the ocean? No wonder only a master can cast this! | Underwater ONLY 20 Fatigue Range: 30 Squares Sure Hit AOE: 1 Square 9 AN Fire DMG (+1 per ) |
Blizzard | 43 1 | A Battlefield Enchantment. Force a Temperature in battle! This spell can't work miracles; it won't work in super-hot provinces. It's a hybrid spell, really. Already cold? Just cast Storm. Do you need more coldness? Just cast Wolven Winter. | Impossible Underwater Impossible in Caves Requires 0 or 1 100 Fatigue 200% Casting Time Battlefield Enchantment (Neutral) Sets Scales to 1 Also casts Storm for free |
Frozen Heart | 1 | The Cold version of Incinerate. You don't have to hunt for a cavity, so this spell is easier to cast! It is weaker, though, and it only hits hydrated organs. | 20 Fatigue 100% Casting Time Range: 25 Squares (+5 per ) Inanimate negates 10 Internal Cold DMG (+2 per ) |
Manifest Vitriol | 21 3 | Proof that Alchemy isn't a total sham! They can't make gold from base metals, sure, but they can make avatars of sulfur! These fellas are mindless, magical, and possessing corrosive purpose. | Ritual Impossible Underwater Local Green Lion x1 |
Earth Gem Alchemy | 2 10 | Turn Earth Gems into shiny metals! Some of the metal is gold; the rest is pawned off offscreen in an inefficient, frustrating manner. | Ritual Local +300 Gold (Alchemical Ritual) |
Group Ironskin | 3 | Buffs up three squares, at least. Excellent in most cases! | 60 Fatigue 100% Casting Time Range: 15 Squares +2 Precision AOE: 3 Squares (+1 per ) Spiritform negates Overrides Barkskin Overrides Stoneskin Ironskin (+13 NAT PROT, up to 20, or +5 if already 16 or higher) (-5 Shock Resistance) |
Iron Bane | 3 1 | The bane of iron, this spell gives it a "durability" problem. You could cast it underwater; or you could wait a turn or two before starting your battle. | 100 Fatigue 150% Casting Time 100% Battlefield Spell (Neutral) Rusty Equipment (brittleness) (Only affects Iron gear!) |
Iron Pigs | 31 9 | Permanent Ironskin! No one will volunteer for this; thus, this spell applies it to swine. | Ritual Impossible Underwater Local Iron Pig x10 (+½ per ) |
Petrify | 5 | Makes fellas rock-hard. They're effectively out-of-commission until they battle ends; or even afterwards, if their poor souls can't adjust back to fleshiness. They're made immobile, though, so this may lengthen battles a bit. | 40 Fatigue 100% Casting Time Range: 30 Squares Sure Hit AOE: 1 Square Spiritform negates Stone negates Petrification (Statue'd) Helpless Min. 20 Natural Protection Slash Resistance (50%) Pierce Resistance (50%) This ends with the battle, or upon Round 100. When This Ends: MR vs. 13 negates () Instakill |
Control | 3 1 | Want an Angel servant as Arcoscephale? Simple! Just Enslave one! Even the really advanced ones rely on simple strands you can pull. | 100 Fatigue 125% Casting Time Range: 25 Squares Sure Hit AOE: One Target Base Penetration: 11 () Magic Beings only Enslavement (Made your Pawn) |
Rewrite Fate | 4 1 | Helps a bunch out. It might stop a sizeable evocation! | 100 Fatigue 125% Casting Time Range: 15 Squares +5 Precision AOE: 20 Squares (+1 per ) Twisted Fate (negates the next wound) |
Soul Vortex | 3 | A self-buff. Gives you a soul-sucking aura. This is best for fellas in big crowds, friendly or otherwise. | 40 Fatigue 100% Casting Time Drain Aura (8) Roughly 8 Times a Round: Targets a random adjacent square, or the caster's square. The caster's Mount is immune. Base Penetration: 11 () 1 AN Drain DMG |
Darkness | 4 4 | Magical darkness, like in D&D. Why has it come so late? Because some fellas really like this. | Impossible Underwater 400 Fatigue 275% Casting Time Battlefield Enchantment (Neutral) Sets Darkness to 6 |
Skeletal Legion | 4 1 | Mummify others! It's only temporary, but it's still freaky… It also affects spirits, somehow, giving them spirit-y bones. | 100 Fatigue 150% Casting Time 100% Battlefield Spell (Friendly) Does not affect the caster, except in Assassination battles. Pierce Resistance (50%) On Hit: Disease All Friendly Base Penetration: 11 () Diseased (-10% HP/turn) |
Transformation | 2 8 | A self-affecting ritual. Roll the dice to see if Nature bails you out! Afflictions won't vanish, but your salary might. Your age resets, and you might learn a thing or two! | Ritual Local Undead negates Inanimate negates Spiritform negates Transform (random result) |
Venomous Death | 21 | Puts Asp venom in someone. The oh-so-tiny snakebite is actually stronger than this spell, provided that it busts through armor, but this spell disregards armor entirely. | 20 Fatigue 100% Casting Time Range: 30 Squares Sure Hit AOE: One Target 25 Internal Poison DMG (+3 per ) On DMG: Decay Base Penetration: 11 () Decaying (Age 5 years/rnd.) |
Eagle-eyed Warriors | 3 1 | Gives everyone glasses. How else will your archers hit stuff? | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) Improved Precision (+4 PREC) |
Giant Warriors | 3 1 | Embiggens ten squares. Dominions 6 lets you enlarge Titans, other than the Great Mother! | 20 Fatigue 125% Casting Time Range: 10 Squares AOE: 10 Squares Spiritform negates Enlarged (for the battle) +1 Size +30% HP (Current and Max) +3 STR -1 DEF |
Wooden Warriors | 3 1 | 10 Protection for over twenty guys. | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) Spiritform negates Barkskin (+7 NAT PROT, up to 10, or +1 if already 10 or higher) (-5 Fire Resistance) |
Gift of Displacement | 2 | Displaces a whole square. This must be annoying for everyone else! | 20 Fatigue 100% Casting Time Range: 10 Squares AOE: 1 Square Overrides Blur Displacement (Fools Attackers) On a Melee Hit Attempt: True Sight negates Blindness negates -10 ATT (first attempt only) -5 ATT (successive attempts) |
Invisibility | 3 | A self-buff. Removes your image altogether. The Genies invented this, probably! It lasts until you get hurt; presumably, the bruise/scratch isn't hidden. | 10 Fatigue 100% Casting Time Overrides Blur Overrides Displacement Overrides Mirror Image Unseen (Temp. Invisibility) On a Melee Hit Attempt: True Sight negates Attacker swings Blindly (-9 ATT) When Attacking Someone Else: True Sight negates Defender dodges Blindly (-9 DEF) Unseen ends when DMG is taken. |
Mirage | 4 20 | A province enhancement Ritual. A fake fort! A castle of air! An elaborate ruse! Even Scouts are confused! This'll get a laugh out of besieging forces, hopefully. | Ritual Range: 4 Provinces (Friendly) Duration: 1 (+3 per ) (Or until the province changes Hands) Adds a fake Fort |
Spell | Req | Effect | Stats |
---|---|---|---|
Phoenix Pyre | 2 | A self-buff. Makes you half-Phoenix. Die, and you'll return! You'll even self-immolate. This is exhausting, but it can trigger many times in a single battle! | Impossible Underwater 20 Fatigue 100% Casting Time Phoenix Pyre On Death: Triggers on your "last" life, if you have under 100 Fatigue. First, you explode. - Range: 0 Squares (Centered on Caster) - AOE: 50 Squares - 10 AP Fire DMG Then, you come back. - Random Teleport - Resurrect This exhausts you. - F = 30 + (exploding 1d20) - Gain F FAT |
Arrow Fend | 3 1 | Say "no" to arrows! How do you breathe air this thick? This was an Enchantment in the previous games. | Impossible Underwater 100 Fatigue 150% Casting Time 100% Battlefield Spell (Friendly) Air Shield (80%) |
Fog Warriors | 4 1 | MORE Mistform! A spell like this sorta dominated the last game, back when Evocations weren't well-liked. | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) Mistform (DR 25/) When HP Damage is Taken: Reduce it by 25, or to 1 point; whichever lowers it by less. Ended by the Following Hits, after reducing their Damage: - Hits that would otherwise do 25+ DMG - Hits that would otherwise do 2+ DMG (1% chance) - Magic Hits (even 0-to-1-DMG Hits) |
Crawl | 3 1 | It's the Slowening! Lay this on an army to limit their offensive output. | 100 Fatigue 125% Casting Time Range: 30 Squares Sure Hit AOE: 6 Squares (+2 per ) Base Penetration: 11 () Slowed (-2 ATT, -2 DEF, halved rounds) |
Prison of Sedna | 3 1 | Freezes many squares! It only freezes squares with units, however. Odd, isn't it? | Underwater ONLY 100 Fatigue 125% Casting Time Range: 25 Squares Sure Hit AOE: 6 Squares (+2 per ) Encased in Ice (Entrapped) C = 10 +C Armor Protection 5 AN Cold FAT/rnd. STR vs. (12 + C) to break out On a Failed Breakout: → Take your roll and the opposing roll → Subtract C from the opposing roll → B = (STR roll) - (opposing roll) → If B ≤ 0, subtract 1 from C; Otherwise, subtract B from C → If C ≤ 0, break out |
Wave Warriors | 3 1 | Gives many fellas indefinite shapes. You might as well go wide, right? | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) Spiritform negates Liquid Body (Soft Fortitude) Slash Resistance (50%) Blunt Resistance (50%) Pierce Resistance (50%) +1 Affliction Resistance (1 gives ~50%) -4 STR -25% CS |
Ice Walls | 5 15 | A fort-enhancing Ritual. Spray water on the walls, and freeze it with magic. It works, I swear! Why doesn't it work Underwater? Because ice floats. the Modinspector seems to say the spell works up to 2… | Ritual Impossible Underwater Local (Fort) Ends in 0 or hotter temperatures (Or if the Fort changes Hands, or if the Caster's Mind fails) W = 500 x Cold If W < 0, make it 0 Boosts Wall Integrity by W, unless the Walls are Breached Walls will block Ethereal units. |
Sea of Ice | 6 80 | A Global Enchantment. Forget the ocean! Nothing interesting is down there, anyway. This spell caps it in ice; picture Antarctica or Greenland, but even less hospitable! It also freezes lakes and rivers, because why not. | Global Enchantment Breaks all Land-Sea Province Connections Until Dispelled Coastal provinces won't be Coasts for the purpose of Rituals: - Bans Trade Wind - Bans Tidal Wave - Bans Lost Land Also Freezes Fresh Water - Makes all Rivers Crossable by everyone - Disables Fresh Water's effect on Population growth - Negates Wrath of the Sea |
Marble Warriors | 3 1 | White skin for all! Or black skin, if it's that kind of marble. Or maybe swirly skin. | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) Spiritform negates Overrides Barkskin Stoneskin (+10 NAT PROT, up to 15, or +3 if already 13 or higher) (-5 Cold Resistance) |
Iron Walls | 5 10 | A fort-enhancing Ritual. Transmutes walls into Iron; magical iron, even! This doesn't last super long, but it won't randomly stop in the summer. | Ritual Local (Fort) Duration: 1 (+1 per ) (Or until the Fort changes hands, or until the Caster's Mind fails) Boosts Wall Integrity by 2000, unless the Walls are Breached Walls will block Ethereal units. |
Doom | 4 1 | The bane of physical gods. This guarantees problems for their souls, and the souls of everyone in their acquaintance. | 100 Fatigue 150% Casting Time 100% Battlefield Spell (Enemy) Cursed (+15% Affliction chance) |
Will of the Fates | 5 2 | Has the Fates decide that your army is good for one disaster. Does this block Doom? Nope. | 200 Fatigue 175% Casting Time 100% Battlefield Spell (Friendly) Twisted Fate (negates the next wound) |
Enchanted Walls | 5 10 | A fort-enhancing Ritual. Assigns the "magic" tag to a fort's walls. Some low-level magic items are made in this manner, by the way; maybe that explains this spell's weakness and long duration. | Ritual Local (Fort) Duration: 1 (+3 per ) (Or until the Fort changes hands, or until the Caster's Mind fails) Boosts Wall Integrity by 100, unless the Walls are Breached Walls will block Ethereal units. |
Bone Grinding | 7 1 | AUGH! HOW HORRIFYING! This crunches bones, with an unusual preference for the lower ones. It only bends the calcium of this world, however. | 100 Fatigue 150% Casting Time 100% Battlefield Spell (Caster) 3 AN Nonmagical DMG Also: Battlefield Limp 50% Battlefield Spell (Caster) Base Penetration: 11 () Nonmagical Limp (Halved CS) Also Also: Battlefield Cripple 50% Battlefield Spell (Caster) Base Penetration: 7 () Nonmagical Crippled (CS capped at 2) |
Curse of the Frog Prince | 2 | Ribbit's a fella. What will they do now? Croak? | 20 Fatigue 100% Casting Time Range: 25 Squares Sure Hit AOE: One Target Base Penetration: 11 () Mindless negates Undead negates Inanimate negates Spiritform negates Transform (Frog) |
Creeping Doom | 3 1 | Extra spam! This is what, seven squares of fellas? That's still sizeable! | Impossible Underwater 100 Fatigue 125% Casting Time Range: Closest Squares 70 Random Fellas (+5 per ) - Frog (land) - Large Ant (land) - Large Beetle (land) - Large Spider (land) - Dragonfly (land) |
Oaken Army | 4 3 | Formerly "Mass Protection", this spell guards all friends by making them gross-looking. | 300 Fatigue 200% Casting Time 100% Battlefield Spell (Friendly) Spiritform negates Barkskin (+7 NAT PROT, up to 10, or +1 if already 10 or higher) (-5 Fire Resistance) |
Army of Shades | 4 2 | Blurs everyone! You might as well cast this; it's the widest-reaching Glamour buff of this sort. | 200 Fatigue 175% Casting Time 100% Battlefield Spell (Friendly) Blur (Distracts Attackers) On a Melee Hit Attempt: True Sight negates Blindness negates -2 ATT (this attempt) |
Immaculate Fort | 5 10 | A fort-enhancing Ritual. Potemkin's your village! (Err, your fort.) It'll be nice to visit and live at, and it won't show any damage! That will confuse besiegers. | Ritual Local (Fort) Duration: 1 (+1 per ) (Or until the Fort changes Hands, or until the Caster's Mind fails) -5 Unrest/turn Halves Siege Strength against this Fort Walls will block Ethereal units. |
Spell | Req | Effect | Stats |
---|---|---|---|
Conflagration | 2 | Sets many fellas on fire. (Or, well, alters their states to be "on fire".) It could be useful! | Impossible Underwater 20 Fatigue 100% Casting Time Range: 30 Squares Sure Hit AOE: 10 Squares Burn (Temporary 1dSize DMG/rnd.) |
Flameflesh Army | 4 2 | A Level-4 Resist, formerly known as "Warriors of Muspelheim". | 200 Fatigue 175% Casting time 100% Battlefield Spell (Friendly) +5 Cold Resistance |
All-consuming Pyre | 5 1 | Spontaneously combust! Generally, mages won't use this outside of Assassination battles, unless told to. | 100 Fatigue 125% Casting Time Range: 0 Squares (Centered on Caster) AOE: 40 Squares 20 AP Fire DMG (+2 per ) |
Army of Mist | 5 3 | EVEN MORE Mistform! This will block… one spell, and many more melee hits! | 300 Fatigue 200% Casting Time 100% Battlefield Spell (Friendly) Mistform (DR 25/) When HP Damage is Taken: Reduce it by 25, or to 1 point; whichever lowers it by less. Ended by the Following Hits, after reducing their Damage: - Hits that would otherwise do 25+ DMG - Hits that would otherwise do 2+ DMG (1% chance) - Magic Hits (even 0-to-1-DMG Hits) |
Quickening | 2 1 | There shall be many! Pray that the foes don't cast Wind of Death! | 100 Fatigue 125% Casting Time Range: 20 Squares AOE: 9 Squares (+1 per ) Quickness (+2 ATT, +2 DEF, doubled rounds) |
Liquify | 4 | Turn fellas into goo! It's a strong spell, but one that most fellas can partially resist. | 20 Fatigue 100% Casting Time Range: 30 Squares Sure Hit AOE: 3 Squares Base Penetration: 7 () Spiritform negates Nonmagical Instakill Also: Cripple Base Penetration: 15 () Spiritform negates Nonmagical Crippled (CS capped at 2) |
Frostflesh Army | 4 2 | A Level-4 Resist, formerly known as "Warriors of Niefelheim". | 200 Fatigue 175% Casting time 100% Battlefield Spell (Friendly) +5 Fire Resistance |
Ground Army | 4 2 | A Level-4 Resist, always named this. | 200 Fatigue 175% Casting time 100% Battlefield Spell (Friendly) +5 Shock Resistance |
Iron Warriors | 4 2 | The best Iron spell. There are other metal spells, though, in the next level. | 200 Fatigue 150% Casting Time Range: 15 Squares +2 Precision AOE: 20 Squares (+1 per ) Spiritform negates Overrides Barkskin Overrides Stoneskin Ironskin (+13 NAT PROT, up to 20, or +5 if already 16 or higher) (-5 Shock Resistance) |
Marble Army | 4 3 | This came quick! 100% stone stuff, for all your protective needs. | 300 Fatigue 200% Casting Time 100% Battlefield Spell (Friendly) Spiritform negates Overrides Barkskin Stoneskin (+10 NAT PROT, up to 15, or +3 if already 13 or higher) (-5 Cold Resistance) |
Wizard's Tower | 4 50 | Makes a fort! It's not great for city stuff, but it'll do when you need strong walls or quick Commander Points. | Ritual Range: 4 Provinces (Friendly) Fort negates Wizard's Tower |
Crumble | 5 20 | Undoes a fort's walls, or at least tries to. It may maim the locals! It's a bit Earthquake-like, but it's not an Evocation. | Ritual Range: 4 Provinces (Fort) Does 400 Wall Damage (+50 per ) Also: Crumbling Infrastructure Targets half of those inside the fort (Not Patrollers or Besiegers) DEF vs. 3d6 negates (Exploding, No Parry) 3 AP Blunt DMG |
Arcane Domination | 7 7 | One of those "flex" spells, that you pop with a massive overkill. This flips a whole army, if they're all magical. | 700 Fatigue 300% Casting Time 100% Battlefield Spell (Enemy) Base Penetration: 7 () Magic Beings only Enslavement (Made your Pawn) |
Disintegrate | 2 | Turns a fella into dust. How is this so easy to cast? I don't know. It even transmutes spirits, if only long enough to punt them down under. | 10 Fatigue 100% Casting Time Range: 30 Squares Sure Hit AOE: One Target Base Penetration: 11 () Instakill |
Polymorph | 3 2 | Circe cast this once! This spell is especially handy if you're underwater, since piggies lack gills. That seems a bit war-crime-ish, though. is the underwater result any different? | 200 Fatigue 150% Casting Time Range: 25 Squares +5 Precision AOE: 10 Squares (+2 per ) Base Penetration: 11 () Mindless negates Undead negates Inanimate negates Spiritform negates No Friendly Fire Transform (Boar) |
Army of Giants | 5 3 | Embiggens your army. Leverage the bigness against your vile foes! | 300 Fatigue 200% Casting Time 100% Battlefield Spell (Friendly) Spiritform negates Enlarged (for the battle) +1 Size +30% HP (Current and Max) +3 STR -1 DEF |
Displaced Warriors | 4 1 | Displaces a small-ish army. What about the squares? I don't think the terrain is also displaced. | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) Overrides Blur Displacement (Fools Attackers) On a Melee Hit Attempt: True Sight negates Blindness negates -10 ATT (first attempt only) -5 ATT (successive attempts) |
Eternal Twilight | 8 90 | A Global Enchantment. Worldwide Twilight shouldn't be possible; but alas, this is Dominions. The odd blend-o'-light kneels to your God, but will otherwise be mischievous and capricious. The death mechanics are inferred here. | Global Enchantment Deep Seas are immune Caves are immune +1 (Adjusts the Base) For each Hostile Unit: MOR vs. 10 negates (Easier check in Crowded Provinces) MR vs. 10 negates (Easier check in Crowded Provinces) Instakill Outside your Dominion, and/or within Hostile Provinces: -10% Income -20% Resources In Battle: Twilight No effect in any Darkness value other than zero +1 pathboost Skewed Perspectives: True Sight negates Darkvision negates -2 PREC |
Note that, in standard games, you research only one of these game-changers at a time.
Spell | Req | Effect | Stats |
---|---|---|---|
Army of Gold | 51 3 | Goldskin! It's like Ironskin, but significantly better. There are no extra downsides! | 300 Fatigue 200% Casting Time 100% Battlefield Spell (Friendly) Spiritform negates +5 Fire Resistance Overrides Barkskin Overrides Stoneskin Ironskin (+13 NAT PROT, up to 20, or +5 if already 16 or higher) (-5 Shock Resistance) |
Army of Lead | 51 3 | Leadskin! This covers Magic Resistance too, which famously counters AN stuff! | 300 Fatigue 200% Casting Time 100% Battlefield Spell (Friendly) Spiritform negates Magic Resistance (+4 MR) Overrides Barkskin Overrides Stoneskin Ironskin (+13 NAT PROT, up to 20, or +5 if already 16 or higher) (-5 Shock Resistance) |
Army of Bronze | 6 3 | Bronzeskin! The best defense is a good offense, alongside a good defense! | 300 Fatigue 200% Casting Time 100% Battlefield Spell (Friendly) Spiritform negates Extra Strength (+4 STR) Overrides Barkskin Overrides Stoneskin Ironskin (+13 NAT PROT, up to 20, or +5 if already 16 or higher) (-5 Shock Resistance) |
Time Stop | 6 1 | Slows EVERYTHING, even effects! The caster remains fine, though effects on them are also slowed. Like in a certain anime, a well-timed Time Stop from another caster may cut the early bird's fun. is the round counter also slowed? | 100 Fatigue 125% Casting Time 100% Battlefield Spell (Neutral) Duration: ~10 Rounds "Battlefield ticks" take 10x longer, slowing: - Projectiles - The arrival of certain spells - Clouds (both DMG and dissipation) - Aura applications - Most Battlefield Enchantments - Per-round effects on every unit Also Slows Units other than the Caster Base Penetration: 11 () -9 Attack Skill (against the not-Slowed) -9 Defence Skill (against the not-Slowed) All actions are 10x slower (Effectively "Slowed", but 5 times stronger) ( Also slows Innate Spellcasting) Dispelled if another Time Stop is cast |
Arcane Decree | 6 60 | A Global Enchantment. Fill a Global slot with a ban on touching Global slots. This will definitely generate praise. This ban is self-protecting, too, in case you were worried. | Global Enchantment R = Half this Enchantment's Overcast When a foe casts a Dispel, or a new Global Enchantment, reduce its Overcast by R |
Wish | 9 100 | Imagine a high fantasy game without Wishing. That would SUCK! This edits the past to get you something in the present, though certainly not subtly. Be careful when choosing whether or not to be vague. | Ritual Local Some of the Things to Wish for: - A specific unit (not a commander) or item - Remove Curse - Gems: x25 - Blood: 250 - Dominion: 20 Dominion Candles - Magic Power: +1 to all paths (max. 10) - People: Everyone from a random Province - Kill [a nation's] Pretender: — 50 AN Shock DMG — 25 mundane, 12-DMG troop attacks — Soul Slay ( MR vs. 16 negates, ) - Armageddon: — 20% Popkill (all provinces) — 15 AP Magic DMG (20% of all units) |
Utterdark | 9 100 | A Global Enchantment. Darkness for everyone! It's darker than typical darkness! Frankly, the effect isn't very noticeable in already-dark places, where it's basically overkill. It's so dark that various dark realms bleed into the world… Or perhaps those realms are pulled here? | Global Enchantment Overrides Dark Skies Overrides Eternal Twilight Negates Second Sun Overrides Theft of the Sun's negative effects Sets Darkness to 6 Each Turn: Attacks Four Hostile Provinces Random armies invade random provinces: - Fiend of Darkness x? - Shade Beast x1 & Shade x? - Shade Lord x1, Shadow Soldier x?, & Shade x? Also: Sightless Peasants Deep Seas are immune Caves are immune -90% Income -90% Resources |
Awaken Forest | 5 2 | An army of Bushes! (Or trees, in Forests.) Trees are serious problems when given this spell to work with! | Impossible Underwater 200 Fatigue 150% Casting Time 50% Battlefield Spell (Friendly Half) Only affects Bushes & Trees (These aren't in Wastes or Caves.) Replaces Bushes with Animated Bushes (Same Size) Replaces Trees with Animated Trees (Same Size) |
Army of Rats | 5 4 | Neuters an army. This is a rare army-neuterer that's quite hard to resist. | 400 Fatigue 225% Casting Time 100% Battlefield Spell (Enemy) Base Penetration: 15 () Spiritform negates Shrunk (forever) -1 Size -30% HP (Current and Max) -3 STR +1 DEF -2 MM On DMG: Mousiness Battle Fright (-5 Morale) |