Blood Magic is the magic school of Blood Mages, of course. While having all of a path's spells in a single school of Research can be convenient, research into this school is at the expense of your capabilities in other paths, opportunity-cost-wise.
Blood Magic that uses Blood Slaves cannot be used underwater. It just cannot. Even if your Blood Slaves were somehow amphibious, the fluid dynamics between their blood and the ocean would prevent a sacrifice from being directed to its intended purpose. The Blood spells that don't cost Blood Slaves do work underwater.
On another note, most offensive Blood spells don't work on the Inanimate.
For help understanding the tables, click here.
Spell | Req | Effect | Stats |
---|---|---|---|
Blood Burst | 1 2 | Causes blood to burst from a square of fellas. | 100 Fatigue 175% Casting Time Range: 35 Squares +5 Precision AOE: 1 square Undead negates Inanimate negates 11 AN Magic DMG (+1 per ) |
Blood Heal | 1 1 | A self buff. Self-healing, if you need it! | 100 Fatigue 150% Casting Time Undead negates Inanimate negates 50 Points of Healing |
Sabbath Master | 1 1 | A self buff. Mounts and/or starts a Sabbath. | 100 Fatigue 150% Casting Time Sabbath Master |
Sabbath Slave | 1 1 | A self buff. Someone has to be this. | 100 Fatigue 150% Casting Time Sabbath Slave |
Reinvigoration | 1 1 | A self buff. This wipes all your Fatigue! It's a rare sight off-script, though. | 100 Fatigue 150% Casting Time Wipes 200 Fatigue |
Bind Shadow Imp | 1 4 | The Shadow Imp is a stealthy being. +10 Stealth over the average scout! | Ritual Local Shadow Imp Commander x1 |
Summon Imps | 1 1 | A combat summon. 5 decent-ish Fliers in one! | 100 Fatigue 150% Casting Time Range: 1 square Imp x5 |
Bind Fiery Imps | 11 5 | A small unit of flame-chuckers. They have Fire Shields, too! | Ritual Local Fiery Imp x5 (+0.5 per ) |
Blood Boil | 11 | Causes blood to burst from a square of fellas. | 50 Fatigue 125% Casting Time Range: 25 Squares AOE: One Target Base Penetration: 11 () Undead negates Inanimate negates 11 Internal Fire DMG (+1 per ) |
Spell | Req | Effect | Stats |
---|---|---|---|
Bowl of Blood | 1 5 | The five realms will reveal Magic Sites in the province! | Ritual Range: 5 provinces (Friendly) Site-Search () |
Banish Demon | 1 1 | Sends a Demon to Hell, where they belong! Magic Resistance negates, though. | 100 Fatigue 150% Casting Time Range: 30 Squares Sure Hit AOE: One Target Base Penetration: 11 () Demon only Instakill |
Bind Bone Fiends | 11 5 | Longdead Demons aren't that bad. They have 15 HP! They're also not Demons anymore. | Ritual Local Bone Fiend x5 (+0.5 per ) |
Agony | 2 1 | PAIN! | 100 Fatigue 150% Casting Time Range: 40 Squares +2 Precision AOE: 4 squares (+2 per ) Base Penetration: 11 () Undead negates Inanimate negates 1 AN Magic DMG On DMG: Major Fear 3 Fear "DMG" |
Bind Spine Devil | 2 2 | Summons a pokey fellow. Its armor is sorta thick! It also has Poison Barbs! | Ritual Local Spine Devil x1 |
Bind Fiend | 2 3 | Summons a big winged fellow. It does best in the dark! Too bad Blood doesn't get Darkness. | Ritual Local Fiend of Darkness x1 |
Hell Power | 3 3 | A self buff. +4 to ATT, DEF, STR, PRE, PROT, and MOR! +2 to MR and all magic paths they have! The non-Mindless get targets on their backs, though… | 300 Fatigue 225% Casting Time Hell Power Also: Mark Mindless negates 1 Horror Mark Horrors visit each round! [(20 + 2 x Marks)% chance] |
Spell | Req | Effect | Stats |
---|---|---|---|
Leeching Touch | 1 | A melee attack spell that imitates a vampire. It is a projectile spell, technically. | 20 Fatigue 50% Casting Time Range: 1 Square AOE: One Target Inanimate negates 15 AN Drain DMG (+1 per ) |
Cross Breeding | 11 15 | A ritual that is fortunately not televised. The results are highly random. | Ritual Local Cross Breeding [30 Attempts (+1 per )] |
Pain Transfer | 2 | A self buff. Damage to the caster is halved; the other half is split between nearby Blood Slaves. | 20 Fatigue 125% Casting Time Pain Transfer |
Blood Feast | 2 5 | A self buff. Triggers a psychotic binge that provides 10 Recuperation checks for the caster. It's addictive AND destructive! | Ritual Local Inanimate negates Kills 250-750 Population Heals Afflictions (10) Population Killer (25% chance) |
Bind Devil | 22 5 | Summons an Inferno fiend. It has Stun Poison & a Trident! It's also HOT! | Ritual Local Devil x1 |
Bind Frost Fiend | 22 7 | Summons a Kokytos fiend. It has a frost musket of sorts. It's also COLD! | Ritual Local Frost Fiend x1 |
Infernal Circle | 5 5+ | A province enchantment. It gives +1 range to other Blood rituals in the province! | Ritual Local Far Caster (1, Blood Rituals) Duration: 1 (+1 per ) |
Spell | Req | Effect | Stats |
---|---|---|---|
Bind Serpent Fiends | 1 4 | Something for 1's to do outside battle, if a 40% Blood Hunt rate isn't nice. These big snakes have wings! | Ritual Local Serpent Fiend x3 |
Hellfire | 12 1 | Fire and brimstone, right from the source. You get two AOE's per cast! Those hit by both, suffer both! | 100 Fatigue 150% Casting Time Range: 25 Squares (+5 per ) AOE: 3 squares 2 Effects (AOE) 9 AP Fire DMG (+1 per ) |
Blood Lust | 2 1 | Gives +4 Strength to friendly Demons. There's hardly a reason not to cast this. | 100 Fatigue 175% Casting Time 100% Battlefield Spell (Friendly) Demon only Extra Strength (+4 STR) |
Bind Storm Demon | 22 10 | Summons a tempestuous fellow. It's electric! It also has Storm Power! | Ritual Local Storm Demon x1 |
Call Lesser Horror | 22 2 | Lures a random Lesser Horror force. Will they listen to you? Maybe. | 200 Fatigue 175% Casting Time Range: 5 Squares Lesser Horror x1 |
Blood Fecundity | 22 10 | A province enchantment. It puts a finger on one set of Scales. | Ritual Local +2 (Adjusts the Base) Duration: 1 (+1 per ) |
Hell Ride | 3 10 | Self-airlifting via a cloud of Imps. This is essentially Magic-phase flying. The Imps are only so strong, though… | Ritual Max Size: 3 Range: 3 provinces Self-Transport |
Spell | Req | Effect | Stats |
---|---|---|---|
Wrath of Pazuzu | 13 15 | A provincial attack spell. (Also known as a war crime.) Supposedly, no one will know you paid for it. Few can pay Pazuzu, though… | Ritual Range: 5 provinces Seas are immune Caves are immune Shed-Caused Storm "Anonymous" +35 Unrest 4% Popkill |
Awaken Dark Vines | 13 12 | Summons shambling mounds of a sort; pillars of HP with three attacks, and two Physical Resistances. They require Magic Leadership. | Ritual Local Dark Vines x2 |
Hellbind Heart | 2 1 | The quickest way to a man's heart? Through someone else's. | 100 Fatigue 150 Casting Time Range: 30 Squares Sure Hit AOE: One Target Mindless negates Base Penetration: 11 () Charms (Switches Allegiance) |
Bind Demon Knight | 22 15 | Summons an elite, wingless fellow. The horse comes with! The knight is Spooky! | Ritual Local Demon Knight x1 |
Summon Illearth | 22 2 | Calls a roided-up Earth Elemental. It Regenerates HP faster, but it also breaks easier. It's also softer. | 200 Fatigue 175% Casting Time Illearth (Size 7) x1 |
Send Lesser Horror | 33 | A provincial "harrassment" spell. Who goes? That's random. They won't stay after finishing. They may remember the caster… | Ritual Range: 4 provinces Lesser Horror x1 (Independent) Horror Marks Caster (10%) |
Rain of Toads | 31 20 | A provincial attack spell. This one may affect the units there! It also hammers scales, though, so a province can feel it only once a month. This bad event is at least more common… (Despite the toad logistics.) | Ritual Range: 4 Seas are immune Toad Omen "Anonymous" +3 (Scale Dump) +30 Unrest Diseases Units (4%) |
Horde from Hell | 4 44 | It's a remote invasion spell! Alternatively, if you summon in your own lands, that's perfectly fine. Did you know that 4 is death? | Ritual Range: 4 provinces Devil Commander x1 Imp x40 |
Bloodletting | 4 4 | Steals Blood from everyone! (Except for yourself.) You recover twice as much Fatigue as HP Damage. Hopefully you recoup enough to keep casting. | 400 Fatigue 250% Casting Time 100% Battlefield Spell Base Penetration: 11 () Undead negates Inanimate negates 1 AN Drain DMG |
Bind Succubus | 41 66 | 66 ladies who won't sleep with you, for someone who will? Sounds fair to me! She even has 2. Succubi can birth Cambion Progeny… | Ritual Local Succubus Commander x1 |
Bind Incubus | 41 66 | For when you want to seduce women. (Or for if you are a woman.) Very Succubus-esque otherwise. May "incubate" Cambion Progeny… | Ritual Local Incubus Commander x1 |
Spell | Req | Effect | Stats |
---|---|---|---|
Rejuvenate | 1 10 | A self buff. Revitalize your skin and flesh, with virgin's blood. I've heard a conspiracy theory like this. | Ritual Undead negates Inanimate negates Age: -10 Years |
Soul Transaction | 11 1 | Tries to sway a unit, with the promise of no consequences. Supposedly Morale negates this. | 100 Fatigue 150% Casting Time Range: 20 Squares Sure Hit AOE: One Target Base Penetration: 15 () Morale negates Charms (Switches Allegiance) On Success: Infernal Invisibility Invisible (Attackers get -9 ATT) Rout |
Harm | 2 1 | Grievous bodily harm! Even the Undead feel it! | 100 Fatigue 150% Casting Time Range: 50 Squares +5 Precision AOE: 4 Squares (+2 per ) Base Penetration: 11 () Inanimate negates 2 AN Magic DMG (+1 per ) Also: Area Chest Wound Base Penetration: 11 () Inanimate negates Chest Wound (-1 STR, +5 ENC) |
Blood Rite | 22 11 | Gives a regular joe vampirism: Flight, Immortality, the works. They can't cross rivers! | Ritual Local Vampire x1 |
Blood Rain | 3 3 | Blood will pour from the sky. It shaves up to 5 Morale off foes! It's not actually rain, though. | 300 Fatigue 275% Casting Time Battlefield Enchantment (Enemies) Periodic 1 Frighten "DMG" |
Bind Ice Devil | 33 88 | This summons one of six unique fellas. All have 3! (Except Gaap, who studied the blade.) Each have their own perks, too. With story events on, only Nycafor is safe… | Ritual Local One of Six Commanders: Nycafor - Ice Devil (3 attacks) Oriax - Ice Devil (Frost Brand) Gaap - Ice Devil (Hell Sword) Bifrons - Ice Devil (2) Cimejes - Ice Devil (Frost Fiends) Bune - Ice Devil (3) |
Call Horror | 33 3 | Lures a random "Greater" Horror. Will they listen to you? Hopefully. It would be awkward if they didn't. | 200 Fatigue 225% Casting Time Range: 5 Squares Greater Horror x1 |
Infernal Disease | 5 5 | A remote assassination spell. Summons an evil fellow to sneeze on someone. The demon can breathe underwater! Its method of killing is slow, though. | Ritual Range: 5 provinces Disease Demon x1 (Independent Assassin) |
Ritual of Five Gates | 5 33 | A nefarious five-in-one summon. Through the pentagram, one summons five different fiends for cheap! They hate each other, but oh well. | Ritual Local Fiend of Darkness x1 Devil x1 Frost Fiend x1 Storm Demon x1 Demon Knight x1 |
Spell | Req | Effect | Stats |
---|---|---|---|
Leech | 1 1 | The pinnacle of "low" blood magic. This sucks the life right out of a square! It also takes the "unlife" force of Undead, but not the magic of Inanimates. | 100 Fatigue 150% Casting Time Range: 30 Squares +25 Precision AOE: 1 square Inanimate negates 25 AN Drain DMG (+1 per ) |
Father Illearth | 34 105 | He was once the King of Soil. Then he was fed Blood. Now he has 43, and command of Illearths. | Ritual Local Pedoseion - Father Illearth x1 (Unique Commander) |
Send Dream Horror | 34 15 | Sends a nightmare boogeyman. It's very tough to find. It's even tougher to hit in battle, being Ethereal and Invisible. It has a 5% chance to desert each turn, however. | Ritual Range: 6 provinces Horror Marks Caster (20%) Horrific Dreams "Anonymous" +30 Unrest Defiler of Dreams Commander x1 (Independent & Stealthy) |
Bind Arch Devil | 42 99 | This summons one of five unique fellas. All have 4! (Except Magoth, he's a polymath.) They each have their own perks, too. With story events on, only Buriol is safe… | Ritual Local One of Five Commanders: Buriol - Arch Devil (Devils) Ethanim - Arch Devil (Fire Brand) Furcas - Arch Devil (1/turn) Magoth - Arch Devil (3) Igarak - Arch Devil (Fear Aura) |
Dome of Corruption | 44 20 | A province enchantment. A ruinously-complex deal with Horrors. Some get screwed, but many benefit! The land is sealed from outside magic, and caught casters are punished! The enchantment can persist beyond losing the province; however, if the caster loses their magic, it ends early. (Death triggers the end, too.) | Ritual Local +2 (Adjusts the Base) Horror Marks Locals (2%) Horrors "visit" each turn! [(Marks*10)% chance, max 50%] Duration: 1 (+1 per 1) Blocks 75% of Outer Rituals On Block: Feeblemind Base Penetration: 11 () Feeblemind (Severed from Magic) |
Purify Blood | 41 3 | Preps one's friends to resist Poison damage. No, it does not wipe existing Poison. | 300 Fatigue 225% Casting Time 100% Battlefield Spell (Friendly) Poison Resistance (10) |
Plague of Locusts | 5 88 | It's a remote invasion spell! Presumably you only get a commander if dropping these guys on an enemy province. They're not just annoying; they're Heretical! | Ritual Range: 6 provinces Demonic Locust x11 |
Blood Moon | 75 90 | A Global Enchantment. This stains the Moon red. It empowers Blood Rituals and Blood Hunting, since fellows can do these things at night. It's a very unlucky omen, however. Second Sun negates this! | Global Enchantment Seas are immune Caves are immune +2 (Adjusts the Base) Master Ritualist (1, Blood) Blood Searcher (1) |
Spell | Req | Effect | Stats |
---|---|---|---|
Damage Reversal | 1 1 | A self-buff. Flips pain upon its dealer. Now they'll need Magic Resistance! (To damage you, anyway.) This damage is unresistable! | 100 Fatigue 150% Casting Time Damage Reversal (Returns DMG taken) [Base Penetration: 11 ()] |
Improved Cross Breeding | 22 20 | An extra-efficient mess. The results are still random. | Ritual Local Cross Breeding [40 Attempts (+3 per )] |
Rush of Strength | 3 1 | Gives +4 Strength to all friends! It doesn't stack with Blood Lust. | 100 Fatigue 175% Casting Time 100% Battlefield Spell (Friendly) Extra Strength (+4 STR) |
Life for a Life | 3 1 | Trades… err… lives? It's the most fatiguing 1-gem spell in the game! | 199 Fatigue 150% Casting Time Infinite Range Sure Hit AOE: One Target Base Penetration: 11 () Inanimate negates 40 AN Magic DMG (+5 per ) |
Infernal Prison | 31 2 | Chucks a fellow to HELL! (The hot kind of Hell.) You can worry about them later! | 200 Fatigue 175% Casting Time Range: 35 Squares Sure Hit AOE: One Target Banishes to the Inferno |
Claws of Kokytos | 31 2 | Chucks a fellow to HELL! (The cold kind of Hell.) You can worry about them later! | 200 Fatigue 175% Casting Time Range: 35 Squares Sure Hit AOE: One Target Banishes to Kokytos |
Horror Seed | 34 25 | Starts a game of Werewolf. One fellow in the province goes bad! The foe must Patrol them out; they'll Curse, Mark, and convert others until caught! Fortunately, only Lesser Horrors are involved in this mess. Can the target's nation stop it? | Ritual Range: 6 Provinces (Random Unit) Base Penetration: 15 () Horror Seed (Blooms on Death) Each Turn before Blooming, it: - Horror Marks the Seeded (20% chance) - Curses the Seeded (10% chance) - Marks 5 Others MR vs. 15 negates Mindless negates Horror Mark - Seeds 2 Others MR vs. 11 negates Inanimate negates Mindless negates Lesser Horror Seed (Also Marks/Curses the Seeded, but doesn't Mark/Seed others) (Blooms at 2 Horror Marks [10% chance/turn], or on Death, or when the "main" Horror Seed Blooms) When a Seed Blooms: Instakill Lesser Horror x1 (Independent, same square) |
Curse of Blood | 34 96 | Gives a reliable fellow Vampirism. Gets you a Blood Hunter, with Blood! Each has 33, and Immortality. They still can't cross rivers! | Ritual Local Vampire Lord Commander x1 |
Bind Heliophagus | 5 111 | This summons one of four unique fellas. All have at least 3! They're also Invisible. Only Amaimon is safe, though… (At least, with story events.) | Ritual Local One of Four Commanders: Mastema - Heliophagus (4, Summoner) Amaimon - Heliophagus (43, Leader) Gorilon - Heliophagus (43, Summoner) Mabakiel - Heliophagus (33, Jerk) |
Three Red Seconds | 5 120 | In three red seconds, devils can make a Citadel! 3 Commander Points, in one place! Requires an open lot. | Ritual Range: 4 Provinces Fort negates Citadel of Power |
Blood Vortex | 7 166 | A provincial Global Enchantment. An End-of-Evangelion-esque "Gem generator". It draws in population, for the caster to pick through! The closer you are to the storm, the more likely you are to get drawn in. It ends early if the casting site is lost! This ritual is highly illegal, by the way. If you're going to cast it, have a really tough guy do it… | Global Enchantment (Local) Seas are immune Caves are immune Kills Population in 4 provinces/turn (Casting place, 1 adjacent, & 2 random) In the Province it's cast in: 10% + 10*D100 Killed Slave Yield: Pop Loss / 30 In each of the other 3 Provinces: 5% + 10*D50 Killed, + 1-10 Unrest 2+ resists (halved effect) 2+ gives in (doubled effect) Slave Yield: Pop Loss / 90 Ends if no Slaves are generated in a turn |
In typical games, you may only research one of these spells at a time.
Spell | Req | Effect | Stats |
---|---|---|---|
Infernal Fumes | 43 40 | A remote attack spell. This one does a little trolling upon a sea. Sulfuric trolling, to be exact. New to Dominions 6, this causes a "battle" you get to watch, where the targets get to try to resist it all. | Ritual Range: 5 Provinces Seas only The Attack: Targets a random 50% of the battlefield Sulphur Clouds (10 Levels, +1 per ) (Levels beyond 7 disperse outward) |
Send Horror | 44 30 | A better "Send Lesser Horror". Who goes? that's still random. They won't stay after finishing. They may remember the caster… | Ritual Range: 6 Prrovinces Greater Horror x1 (Independent) Horror Marks Caster (40%) |
Infernal Forces | 52 50 | Now you can summon Devils economically! Oh, and also imps. They need the virgins. | Ritual Local Devil x18 (+1 per ) Imp x40 |
Infernal Tempest | 52 50 | Storm Demons are very useful! Thus, this spell gives you fewer guys than the one above. Oh well. | Ritual Local Storm Demon x12 (+1 per ) |
Forces of Ice | 52 50 | Whips up a frosty firing squad. Imagine how long it would take to get them in other ways… | Ritual Local Frost Fiend x15 (+1 per ) |
Infernal Crusade | 52 50 | Demons pushing a God's cause? How ironic. These knights have Fear auras, so big quantities work nicely. | Ritual Local Demon Knight x10 (+1 per ) |
Forces of Darkness | 6 50 | Living Fiends for cheap! They're not flashy, but they're numerous. 6 isn't much tougher than 5, anyway. | Ritual Local Fiend of Darkness x22 (+1 per ) |
Astral Corruption | 66 166 | A Global Enchantment. Literally "poisons the well" for out-of-combat Magic. The main eight paths? Totally unsafe. Blood? Totally fine to use. This imitates the game's "sudden death" conditions; it does not stack with those conditions, however! | Global Enchantment Makes Horrors 10x more Common Makes Stronger Horrors more Common If Gems (not Blood Slaves) are Spent: x = 1 - Drain + (Gems Spent) y = 20 * Horror Marks z = (x + y) / 35 (z)% chance of Assassination by Horror |
The Looming Hell | 8 150 | A Global Enchantment. Each turn, devils will tempt at least 5 fellows within your Dominion. Those who don't resist are charmed! Of course, if they're not in your lands, they'll immediately fight their former kin. The devils use intimidation to accomplish all this. | Global Enchantment Within Dominion: Targets a random fellow Morale negates (vs. 10) -Fear makes Morale negate vs. 6 Charms (5 x Dominion)% chance to go again, even if it fails! (Dominion sampled from target's province) 5 Effects/turn (without go-agains) |
Bind Demon Lord | 8 150 | Summons a fella. There are six. Each are neat, though not nice to be around. All have twelve magic levels! Only Pazuzu and Geryon won't backstab you. (Backstabbing requires story events.) | Ritual Local One of Six Commanders: Pazuzu - Lord of the Plague Wind (534, deadly to be around) Belphegor - Lord of Hell (444, 3/turn, duplicitous) Belial - Lord of Corruption (444, Corruptor, unlucky) Buer - Goat Sun (534, technically a Sun) Geryon - Monster of Fraud (354, duplicitous, unlucky) Ashmedai - Prince of Lust (444, 3/turn, +10 Unrest/turn) Upon a Successful Summoning: Ages the caster 10 Years |