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Conjuration is a school of magic. Its spells call upon the powers of this world and others.
If you don't select a target for Research, it'll be the first school your mages will try to complete. This is slightly concerning, for while the list of summoning and empowering spells Conjuration provides is quite robust, spells for properly supporting those summonses are in other schools.
Conjuration is mainly a lever-arm for outnumbering equally matched foes, or possibly for outgunning them. Aside from the troops and the mage-strengthening, many paths benefit from the ability to summon additional mages through Conjuration, along with spells for Site-Searching to access magical resources quicker; the efficiency of both of these tools is up for debate.
Many Conjurations don't work Underwater, and spells that do work Underwater will have that specified.
Spell | Req | Effect | Stats |
---|---|---|---|
Summon Cave Grubs | ![]() 5 ![]() | ![]() These guys are wall-dissolvers. In battle, they're soft and squishy, but they can do decent damage. | Ritual ![]() Local Cave Grub x10 (+½ per ![]() |
Spirit Curse | ![]() 1 ![]() | ![]() of the Underworld to Curse someone. Hopefully they don't do anything bad after you set them free. | 100 Fatigue Works Underwater 125% Casting Time Range: 50 Squares Sure Hit AOE: One Target ![]() |
Shadow Servant | ![]() 5 ![]() | ![]() Anyway, he's a shadow-Scout. Was he ever alive? Given his Undead status, it would be weird if he wasn't. | Ritual Works Underwater Local Shadow Servant (Commander) x1 |
Tangle Vines | ![]() | Draw vines upon fellas. The entangled can't do a thing until they get out of it! This reduces their Defence Skill by… either 75% or 100%. ( ![]() | 20 Fatigue Works Underwater 100% Casting Time Range: 20 Squares +2 Precision AOE: 1 Square Entanglement V = 19 + ![]() ![]() ![]() Nonmagical Entrapment ![]() |
Summon Sea Dogs | ![]() ![]() 2 ![]() | ![]() Not a sea lion! This guy can go underwater and on land! | Ritual Works Underwater Local Sea Dog x10 (+½ per ![]() |
Summon Crocodiles | ![]() ![]() 4 ![]() | ![]() He can Swim! Otherwise, he's somewhat okay. | Ritual Local Crocodile x10 (+½ per ![]() |
Summon Animals | ![]() 10 ![]() | ![]() Like some Princess's song, the summoned are random fellas, but Dominions weighs towards the thougher critters. ![]() the Modinspector disagree on the buddy count. | Ritual Works Underwater Local 40 Random Animals (+½ per ![]() (Affected by the local terrain) |
Spell | Req | Effect | Stats |
---|---|---|---|
Summon Fire Ants | ![]() ![]() 9 ![]() | ![]() They don't speak! That makes them Stealthy. Only a Mage can lead them, though. | Ritual Local Fire Ant x10 (+1 per ![]() |
Summon Hawk | ![]() | ![]() in the world! Each bird lands only one good hit, but that's better than most spells. | 20 Fatigue Impossible in Caves 100% Casting Time Black Hawk x1 (Enters from the Side) |
Summon Storm Power | ![]() | A self-buff. ![]() during a Storm; in other words, you'll need to look in Alteration or Construction. | 10 Fatigue 100% Casting Time ![]() During a Storm: + ![]() |
Summon Water Power | ![]() | A self-buff. ![]() It only works Underwater, where the good stuff is. | 20 Fatigue Underwater ONLY 100% Casting Time + ![]() |
Summon Ogres | ![]() 7 ![]() | ![]() 18 Strength, and 29-damage hits, offset by dumbness and average combat skill. | Ritual Local Ogre x5 (+½ per ![]() |
Summon Shades | ![]() 5 ![]() | ![]() Their attacks steal Strength, but are negated by Magic Resistance. | Ritual Works Underwater Local Shade x5 (+½ per ![]() |
Awaken Algae Men | ![]() 1 ![]() | ![]() They take hits better than most underwater fellas, but they need mages! | Ritual Underwater ONLY Local Algae Man x4 |
Awaken Vine Men | ![]() 1 ![]() | ![]() Softer and tougher than the algae fellas. Just as "absentminded". | Ritual Local Vine Man x4 ![]() |
Pack of Wolves | ![]() 2 ![]() | ![]() are poor at surviving battles. Really, only Black Hawks are cheaper, unless you undervalue Blood Slaves. | Ritual Local Wolf x15 (+1 per ![]() |
Summon Horned Serpents | ![]() 4 ![]() | ![]() They're unlikely to miss, but they're rather slow. A bite from one of these guys is a serious matter, if it gets through your armor. | Ritual ![]() Local Horned Serpent x10 (+½ per ![]() |
Summon Killer Mantis | ![]() 5 ![]() | ![]() of fella-eating size. They attack twice per round, which means a square of these has four attacks, just shy of the Wolves' five. | Ritual Local Killer Mantis x10 (+½ per ![]() |
Tapestry of Dreams | ![]() 4 ![]() | Weaves what others see. This might slip through certain Glamour tricks, since it draws directly from the locals' dreams. | Ritual Works Underwater Range: 4 Provinces (Enemy) Scrying Duration: 1 (+1 per ![]() |
Spell | Req | Effect | Stats |
---|---|---|---|
Summon Lesser Fire Elemental | ![]() 1 ![]() | ![]() Unknowable and magical. Not safe to touch. Likes Heat. | 100 Fatigue 125% Casting Time Range: Closest Square Fire Elemental x1 (Size 4) |
Bind Scorpion Beast | ![]() ![]() 2 ![]() | ![]() 8-eyed, 3 attacks, & quite dangerous overall. Only 5 MR, though. | Ritual Local Scorpion Beast x1 |
Phoenix Power | ![]() | A self-buff. ![]() afforded to those big flaming birds. | 20 Fatigue 100% Casting Time + ![]() ![]() |
Summon Lesser Air Elemental | ![]() 1 ![]() | ![]() Unknowable and magical. Likes Storms. Throws humans into disarray. | 100 Fatigue 125% Casting Time Range: Closest Square Air Elemental x1 (Size 4) |
Call of the Winds | ![]() 8 ![]() | ![]() of the air! You choose where they mass, though the birds seem to come from your home and thus can't hit islands. | Ritual Range: 5 Provinces ![]() Great Hawk Commander x1 Black Hawk x51 |
Summon Amphiptere | ![]() ![]() 3 ![]() | ![]() a Flying snake? Yes? Maybe? That's quite understandable! This is a rare crosspath, though. Might I suggest Blood? | Ritual Local Amphiptere x1 |
Summon Lesser Water Elemental | ![]() 1 ![]() | ![]() Unknowable and magical. Likes being Underwater. Smashes fellas through armor. ![]() Well, if it's Cold, the water becomes far more Earth-like. Ice is tougher to damage than water, unless the foes use really-strong attacks. | 100 Fatigue Works Underwater 125% Casting Time Range: Closest Square Underwater: Water Elemental x1 (Size 4) On Land: Samples local Temperature In ![]() Ice Elemental x1 (Size 4) Otherwise: Water Elemental x1 (Size 4) |
Summon Yetis | ![]() ![]() 8 ![]() | ![]() snowmen! Very strong and very chilly, though not well-equipped. | Ritual Local Yeti x5 (+½ per ![]() |
Summon Cave Cows | ![]() ![]() 4 ![]() | ![]() Bleurgh. Very few resist acid, but still! Oh yeah; these guys eat Gold. | Ritual ![]() Local Cave Cow x10 (+½ per ![]() |
Call Krakens | ![]() 4 ![]() | ![]() (Squids are gross.) They have four whole attacks, and a big pile of HP. | Ritual Underwater ONLY Local Kraken x5 (+½ per ![]() |
Summon Lesser Earth Elemental | ![]() 1 ![]() | ![]() (A mound, at least.) Its fists are magic, and it pushes fellas away. | 100 Fatigue Works Underwater 125% Casting Time Range: Closest Square Earth Elemental x1 (Size 4) |
Summon Cave Crab | ![]() ![]() 4 ![]() | ![]() A hard shell… One good attack… What's not to like? | Ritual ![]() Works Underwater(?) Local Cave Crab x1 |
Summon Earthpower | ![]() | A self-buff. ![]() capacity to persevere. It comes with Reinvigoration! | 20 Fatigue Works Underwater 100% Casting Time Earth Power + ![]() ![]() |
Power of the Spheres | ![]() 1 ![]() | A self-buff. ![]() of the Spheres! What doesn't this boost? New to Dominions 6, Blood. Holy, too. | 100 Fatigue Works Underwater 125% Casting Time ![]() ![]() ![]() |
Dark Knowledge | ![]() 4 ![]() | Has an Underworld spirit tell you where the good stuff is, and what the good stuff is, as long as it's in a province of yours. (You also have to guess the correct province, of course.) | Ritual Works Underwater Range: 3 Provinces (Friendly) Site-Searching ( ![]() |
Revive Bane | ![]() 7 ![]() | ![]() to their original body, with all their aspects gained down below; in this case, one of the Underworld's generals. Unfortunately, Underworld fellas do very little swimming. | Ritual Works Underwater Local Bane Commander x1 |
Revive Wights | ![]() 20 ![]() | ![]() to their original bodies, with all their aspects gained down below; in this case, five Underworld bouncers. The chill of death is quite exaggerated on them. | Ritual Works Underwater Local Wight x5 |
Summon Sea Lions | ![]() ![]() 10 ![]() | ![]() look very silly in Dominions, and they're stuck with gills! They have three attacks, though, which is nice. | Ritual Underwater ONLY Local Leocampus x16 (+1 per ![]() |
Summon Bog Beasts | ![]() ![]() 5 ![]() | ![]() with Poison Clouds and poisonous spit. I wouldn't touch one with a five-foot pole. | Ritual Local Bog Beast x5 (+½ per ![]() |
Call of the Wild | ![]() 9 ![]() | ![]() to assemble an army. You choose where they will rally, but the Werewolf comes from your province, and he can't swim or sail. He's best at rallying within the woods. | Ritual Range: 4 Provinces ![]() ![]() Werewolf Commander x1 Wolf x40 Otherwise: Werewolf Commander x1 Wolf x20 |
Conjure Phantasmal Wolves | ![]() 1 ![]() | ![]() ideal of two wolves! These myth-wolves are "dreamy", so they do False Damage and aren't quite there. The image of lupine perfection matches the environment. | 100 Fatigue Works Underwater 125% Casting Time Range: 5 Squares If Underwater: Phantasmal Sea Dog x2 Otherwise: Phantasmal Wolf x2 |
Summon Fay Folk | ![]() ![]() 5 ![]() | ![]() wait, they're trademarked– I mean, this summons many public-domain fellas. Some are from fairy paintings, others are from fairy tales, and one became public domain relatively recently. | Ritual ![]() Summons 10 random Fay Folk - Most have spears & bronze - Some are Poor Amphibians - Some are archers - Some have two attacks - Some are really quite skilled ![]() trait in the Modinspector. |
Spell | Req | Effect | Stats |
---|---|---|---|
Nest of Salamanders | ![]() 1 ![]() | ![]() Hot to the touch, and with steaming bites! Their Poison is resisted by Fire Resistance, on top of Poison Resistance, but still; these snakes are annoying! | 100 Fatigue 125% Casting Time Range: Closest Square(s) Salamander Asp x10 (+1 per ![]() |
Summon Fire Drake | ![]() 6 ![]() | ![]() at home: these. Their breath is wicked! They're slow-ish, though. They might fall behind your other fellas, and roast their butts. | Ritual Local Fire Drake x1 ![]() |
Summon Flame Jellies | ![]() 6 ![]() | ![]() Odd fellas. Too odd. Very Hot; Their heat even penetrates the sea. | Ritual Underwater ONLY Local Flame Jelly x10 (+1 per ![]() |
Summon Wyverns | ![]() 3 ![]() | ![]() They fly, they take orders, and their tails stun fellas. | Ritual Local Wyvern x2 ![]() |
Summon Storm Drake | ![]() 5 ![]() | ![]() with storm breath. How does Lightning breath even work? Well, it arcs from fella to fella. | Ritual Local Storm Drake x1 ![]() |
Summon Gryphons | ![]() 9 ![]() | ![]() of beefy birds with lion parts. While dumb, they can be quite effective! | Ritual Local Gryphon x10 (+½ per ![]() |
School of Sharks | ![]() 1 ![]() | ![]() They're goobers, really, but they may flank the foe and stir chaos. | 100 Fatigue Underwater ONLY 125% Casting Time Small Shark x10 (+2 per ![]() (Enters from the Side) |
Voice of Apsu | ![]() 2 ![]() | Freshwater dreams. This Site-searcher can check enemy lands, too! However, if their eyes work, they might notice the reveal. | Ritual Works Underwater Range: 3 Provinces ![]() Site-Searching ( ![]() |
Summon Sea Serpent | ![]() 4 ![]() | ![]() SCARY! RAWR! BITEY! POKEY! SLAPPY! | Ritual Underwater ONLY Local Sea Serpent x1 ![]() |
Summon Ice Drake | ![]() 7 ![]() | ![]() Serious beasts. Pretty mighty. The frosty gas is Armor-Negating. | Ritual Local Ice Drake x1 ![]() |
Summon Cave Drake | ![]() 4 ![]() | ![]() tanks. | Ritual Local Cave Drake x1 ![]() |
Light of the Northern Star | ![]() 2 ![]() | A Battlefield Enchantment. ![]() to help out! All benefit, if they have ![]() | 200 Fatigue Works Underwater 225% Casting Time Battlefield Enchantment (Neutral) + ![]() |
Summon Lammashtas | ![]() 1 ![]() | ![]() the Underworld! (Not Hell.) They're sorta like Horrors. | 100 Fatigue 125% Casting Time Two Summons Lammashta x1 (each) (Enters from the Side) |
Summon Shade Beasts | ![]() 15 ![]() | ![]() Are those skulls even real? Yes, unfortunately, but they're pretty tough. | Ritual Works Underwater Local Shade Beast x30 (+3 per ![]() |
Maggots | ![]() 1 ![]() | Calls maggots to some fine rotten flesh, or bones; whatever's present and Undead. There's only a 25% chance that they catch Ghosts; but hey, it's not like fellas can phase the bugs out! | 100 Fatigue Works Underwater 125% Casting Time Range: 25 Squares Sure Hit AOE: One Target ![]() Nonmagical 50 AN ![]() |
Tangle Thicket | ![]() | Wraps up many fellas! By the way, this is kinda weak in lands of Death. | 30 Fatigue Works Underwater 100% Casting Time Range: 20 Squares +2 Precision AOE: 3 Squares (+1 per ![]() Entanglement V = 19 + ![]() ![]() ![]() Nonmagical Entrapment ![]() |
Summon Leogryphs | ![]() 12 ![]() | ![]() bird heads. Two attacks, typical Size-4 HP, and very-high speeds. | Ritual Local Leogryph x20 (+2 per ![]() |
Summon Spine Frog | ![]() ![]() 1 ![]() | ![]() It'll stun you. It might also eat you, if you're a human or something smaller. | Ritual Local Spine Frog x1 |
Summon Swamp Drake | ![]() ![]() 5 ![]() | ![]() It takes a very-long stick to hit one without getting stuck like a pig! | Ritual ![]() Local Swamp Drake x1 ![]() |
Nest of Asps | ![]() ![]() 1 ![]() | ![]() utterly ridiculous venom. If it gets through your armor, you are essentially dead, though not right away. | 100 Fatigue 125% Casting Time Range: Closest Square(s) Asp x10 (1 per ![]() |
Awaken Vine Ogres | ![]() 3 ![]() | ![]() They might have minds, but you don't summon them to think; thus, they're basically Mindless. | Ritual Local Vine Ogre x3 ![]() |
Strength of Gaia | ![]() ![]() | A self-buff. ![]() bail your physical butt out. Are you immaterial? That's fine, but you miss out on a bit. | 20 Fatigue Works Underwater 100% Casting Time + ![]() Also: Some Other Stuff ![]() ![]() ![]() ![]() (+7 NAT PROT, up to 10, or +1 if already 10 or higher) ![]() |
Summon Kithaironic Lion | ![]() ![]() 5 ![]() | ![]() with this lion, before heading to the biggo in Nemea. Few mundane hits can cut this majestic beast. | Ritual Local Kithaironic Lion x1 |
Summon Water Kobold | ![]() ![]() 12 ![]() | ![]() He'll ferry your troops! He also has ![]() ![]() | Ritual Local Water Kobold Commander x1 |
Summon Cave Kobolds | ![]() ![]() 5 ![]() | ![]() They will DESTROY your feeble shins, and your walls. | Ritual Local Cave Kobold x5 (+½ per ![]() |
Conjure Phantasmal Warriors | ![]() 1 ![]() | ![]() ideal of two guys. Coming from the Dreamwild, they don't have iron, but their substitutes are neat. | 100 Fatigue Works Underwater 125% Casting Time Range: 5 Squares If Underwater: Phantasmal Triton x2 Otherwise: Phantasmal Warrior x2 |
At the End of the Rainbow | ![]() 3 ![]() | What lies at the End? Only Glamour mages can find out. The Gate of Horn only divulges details on friendly rainbows in your land. | Ritual Local Range: 3 Provinces (Friendly) ![]() Site-Searching ( ![]() |
Summon Fay Footfolk | ![]() ![]() 12 ![]() | ![]() Though they're only playing, they far outstrip mortal elites! ![]() the Winter fairies, who are an "unseelie" (mean) bunch. | Ritual ![]() Local Samples Local Temperature If ![]() Unseelie Soldier x5 (+½ per ![]() Otherwise: Fay Footman x5 (+½ per ![]() |
Spell | Req | Effect | Stats |
---|---|---|---|
Will o' the Wisp | ![]() 1 ![]() | ![]() They have 20 Defence, and you can write off trying to dodge 'em! | 100 Fatigue 125% Casting Time Two Summons Will o' the Wisp x1 (each) (Enters from the Side) |
Summon Fire Elemental | ![]() 1 ![]() | ![]() beautiful flame. It's Size 7. Certain fellas can summon bigger flames, typically with the power of certain artifacts. | 100 Fatigue 125% Casting Time Range: Closest Square Fire Elemental x1 (Size 7) |
Summon Summer Lions | ![]() 13 ![]() | ![]() rather feline disposition. Best in the Summer. | Ritual Local Summer Lion x5 (+½ per ![]() |
Summon Air Elemental | ![]() 1 ![]() | ![]() Unlike physical beings, Air Elementals are tougher to hit when they're bigger! | 100 Fatigue 125% Casting Time Range: Closest Square Air Elemental x1 (Size 7) |
Summon Spring Hawks | ![]() 13 ![]() | ![]() of a rather avian disposition. Best in the Spring. | Ritual Local Spring Hawk x5 (+½ per ![]() |
Contact Draconians | ![]() 20 ![]() | ![]() a whole tribe, supposedly. Aside from the immense cheapness, the chieftain can call another each turn! | Ritual Local Draconian Chief Commander x1 Draconian x30 |
Raven Feast | ![]() 3 ![]() | ![]() something arguably more useful. You can harvest from foes, too! Is it efficient? Only if there are a LOT, I'm afraid. | Ritual Range: 5 Provinces ![]() ![]() C = ![]() G = √(C) x ½ → If C = 100, G = 5 → If C = 400, G = 10 → If C = 576, G = 12 Grants G ![]() |
Messenger Crows | ![]() 6 ![]() | A province enhancement Ritual. ![]() to suspiciously stalk. Many province-targeting rituals are hidden from scouts; this is not one of them. This works underwater, for some reason. | Ritual Works Underwater Range: 4 Provinces (Friendly) ![]() (Only for Spotting) |
Wind Ride | ![]() 10 ![]() | Summons a Commander in-play, by having a giant tornado scoop them up! Titans (Size 8+) can't be lifted. God-like Earth mages ( ![]() can't be lifted, either. In Dominions 5, the tornado would drop commanders after a province; does that still apply? Maybe. ![]() the Dominions 5 notes still apply. | Ritual Range: 3 Provinces ![]() Picks a Random Commander ![]() ![]() A = 5 x their Air level D = 10 + 5 x S - A Whirlwind Transport ![]() ![]() ![]() (2 x A)% chance to negate, if the Commander is hostile Success Chance is based on S On a Success, move the Commander ONE Province towards the Caster. If the Caster isn't there, deal D AN DMG with a Drop. They also Drop on a Fail, but only take half the DMG. ( ![]() |
Voice of Tiamat | ![]() 8 ![]() | Saltwater dreams. This has the sea sleep-talk a bit, fortunately localized entirely in a single province. As far as Site-Searchers go, this is the most cost-effective. | Ritual Underwater ONLY Range: 4 Provinces (Friendly) ![]() Site-Searching ( ![]() |
Summon Water Elemental | ![]() 1 ![]() | ![]() of water. Underwater, the water can constantly replenish its deep HP pool! ![]() you get ice instead. They're not bad! No Reconstruction, but they wall stuff. | 100 Fatigue Works Underwater 125% Casting Time Range: Closest Square Underwater: Water Elemental x1 (Size 4) On Land: Samples local Temperature In ![]() Ice Elemental x1 (Size 7) Otherwise: Water Elemental x1 (Size 7) |
Summon Winter Wolves | ![]() 6 ![]() | ![]() quite-canid disposition. He does best in the Winter. He also does Cold damage! | Ritual Local Winter Wolf x5 (+½ per ![]() |
Contact Sea Trolls | ![]() 10 ![]() | ![]() who look sorta familiar. They're unequipped, but they recover 10 lost HP each round, at least underwater. (On land, it's more like 5.) | Ritual Works Underwater Local Sea Troll x10 (+½ per ![]() |
Naiad Warriors | ![]() ![]() 18 ![]() | ![]() are a bit uppity. They don't do magic, and they have noodle-arms. Still, few will touch them, due to their overwhelming Awe! | Ritual Works Underwater Local Kydnid x25 |
Contact Naiad | ![]() ![]() 35 ![]() | ![]() She has ![]() ![]() and can take 40 humans into the sea! Just get her back home under ten turns after you move her out of it. | Ritual Works Underwater Local Naiad Commander x1 |
Summon Earth Elemental | ![]() 1 ![]() | ![]() mountains from this. Oh well; game balance and all that stuff. Some fellas can summon bigger rocks. | 100 Fatigue Works Underwater 125% Casting Time Range: Closest Square Earth Elemental x1 (Size 7) |
Contact Trolls | ![]() 10 ![]() | ![]() technically Jotunar are the original trolls, but oh well. They're the only fellas weak to acid, amusingly, though fire is better due to how it burns. | Ritual Local Troll x5 (+½ per ![]() |
Summon Fall Bears | ![]() 13 ![]() | ![]() of an ursine disposition. (Yes, he's spirit-y.) He's best in the Autumn. | Ritual Local Fall Bear x5 (+½ per ![]() |
Acashic Record | ![]() 10 ![]() | ![]() the history of the world, for info on a nation. The recordkeepers require that you be within range of the nation's capital; it's a wide range, but still. | Ritual Range: 10 Provinces (Enemy Capital) Pulls Score Graphs of that Nation ![]() pull other info? |
Summon Ether Warriors | ![]() ![]() 15 ![]() | ![]() who lost Earth privileges by guzzling too much of the world's magic. They wield Moon Blades, which shred Magic Beings. | Ritual Local Ether Warrior x3 |
Ghost Grip | ![]() | Summons a bunch of ghost hands to apply negative energy, sucking fellas dry. This is basically the only Fatigue attack that completely respects Protection! | 10 Fatigue Works Underwater 100% Casting Time Range: 25 Squares Five Ghost Hands +3 Precision AOE: One Target 25 ![]() ![]() ![]() |
Spirit Mastery | ![]() 4 ![]() | ![]() of twenty-five of the recently-deceased, for a quick job or two. How moral! | Ritual Works Underwater Local Dispossessed Spirit x25 (+1 per ![]() |
Corpse Candle | ![]() ![]() 1 ![]() | ![]() Lazier than the orange ones, but just a bit tougher. They can cause Decay with a mere flash! | 100 Fatigue 125% Casting Time Three Summons Corpse Candle x1 (each) (Enters from the Side) |
Revive Bane Lord | ![]() 12 ![]() | ![]() from down under. An undead commodore doing 33 damage per strike! | Ritual Works Underwater Local Bane Lord Commander x1 |
Summon Manticores | ![]() ![]() 10 ![]() | ![]() Wings! Range! Dumb looks! What a predator! | Ritual Local Manticore x3 |
Howl | ![]() 3 ![]() | A Battlefield Enchantment. ![]() A whole pack will slowly sweep into the field, from all sides. | 300 Fatigue 250% Casting Time Battlefield Enchantment (Friendly) Around Twice a Round: ![]() ![]() Wolf x(Exploding 1d6) (Enters from the Side) Otherwise: Wolf x(Exploding 1d3) (Enters from the Side) |
Spirits of the Wood | ![]() 8 ![]() | ![]() authentic Dryads, really. Keep them home, or at least return them within three turns. These beauts destroy fellas with Strength-stealing hugs. | Ritual Local Woodland Spirit x15 (+1 per ![]() |
Contact Forest Trolls | ![]() 10 ![]() | ![]() They also hate fire and acid, but not as much as their stronger kin. That's because they wear moss! Oh yeah; Trolls are very greedy. | Ritual Local Forest Troll x10 (+½ per ![]() |
Winged Monkeys | ![]() ![]() 10 ![]() | ![]() with the flying monkeys! The monkeys are deathly afraid of mages, so they won't even look at them. It's good that most generals are muggles! | Ritual Range: 5 Provinces ![]() Finds an Enemy Commander Won't pick Mages ( ![]() if they lack other paths) Assassination: Winged Monkey x8 When the target has 100 Fatigue: ![]() ![]() |
Vermin Feast | ![]() 6 ![]() | ![]() This matters in a Siege; the feasting fellas come from the same province, and are snuck inside. | Ritual Works Underwater Range: 4 Provinces (Enemy Fort) Duration: 1 (+1 per ![]() ![]() |
Summon Bluecap | ![]() ![]() 20 ![]() | ![]() ![]() by this ritual, so they have ![]() ![]() blue wispie form. Oh yeah; Cave Kobolds are very greedy. | Ritual Local Bluecap Commander x1 |
Phantasmal Beast | ![]() 1 ![]() | ![]() of an abomination. (Or just a monster; maybe this sprite is a placeholder.) The fella has FIVE attacks, and four of them are stronger than typical unreal hits! | 100 Fatigue Works Underwater 125% Casting Time Range: Closest Square Phantasmal Beast x1 |
Summon Fay Knights | ![]() ![]() 15 ![]() | ![]() Magic gear, 22 DEFENCE, and elf-tricks! ![]() are VERY good in Winter, but worse in the seasons of other faeries. | Ritual ![]() Local Samples Local Temperature If ![]() Unseelie Knight x3 Otherwise: Fay Knight x3 |
Awaken Sleeper | ![]() 10 ![]() | ![]() from Dreamland. A superb commander with item-grade magic gear. | Ritual Local Sleeper Commander x1 |
Spell | Req | Effect | Stats |
---|---|---|---|
Summon Fire Snakes | ![]() 8 ![]() | ![]() They like Heat. They also get two attacks, one of which hits a whole square. | Ritual Local Fire Snake x10 (+½ per ![]() |
Summon Flame Spirit | ![]() 30 ![]() | ![]() ![]() Fire that casts Fire? Makes sense to me! These "big wisps" are followed by other wispies, at least on the battlefield. | Ritual Local Flame Spirit Commander x1 |
Summon Great Eagles | ![]() 8 ![]() | ![]() | Ritual Local Great Eagle x10 (+½ per ![]() |
Shark Attack | ![]() 3 ![]() | A Battlefield Enchantment. Underwater Howl! ![]() ![]() that Dominions 5's version is in this game. The summoning rate dwindles after each summon. | 300 Fatigue Underwater ONLY 250% Casting Time Battlefield Enchantment (Friendly) Around Once a Round: ![]() non-Sharks are damaged If So: Shark x?? (12.5% chance) (Enters from the Side) Small Shark x?? (12.5% chance) (Enters from the Side) Numbers probably scale with the number of damaged units. Max. 13 Summonings "Pulses" |
Summon Bishop Fish | ![]() 15 ![]() | ![]() ![]() It's a shame that this former Oceanian is Aquatic. | Ritual Underwater ONLY Local Bishop Fish Commander x1 |
Sea King's Court | ![]() 55 ![]() | ![]() ![]() His Majesty will pay you back, over 55 turns. He comes with a giant retinue, too. | Ritual Works Underwater Local Sea King Commander x1 Sea Troll x15 Troll Guard x5 |
Streams from Hades | ![]() ![]() 40 ![]() | ![]() She has ![]() ![]() and she's scary! | Ritual Works Underwater Local Kokythiad Commander x1 |
Contact Hill Giant | ![]() 3 ![]() | ![]() ogre. He breaks scales, eating even the biggest specimens of mankind like they're M&Ms. (Only one at a time, though.) | Ritual Local Hill Giant x1 |
Troll King's Court | ![]() 65 ![]() | ![]() have kingdoms, despite eating babies and such. Kings have ![]() ![]() the latter lets them hide their realms (& babies). | Ritual Local Troll King Commander x1 Troll x10 War Troll x5 Troll Moose Knight x2 |
Acashic Knowledge | ![]() 25 ![]() | A different acashic call. This "research" checks the present! It's the ONLY Holy Site-Searching Ritual. | Ritual Range: 10 Provinces (Friendly) Site-Searching (All) |
Ether Gate | ![]() ![]() 90 ![]() | A province enhancement Ritual. ![]() to an Astral Prison. ![]() coven of crooks, too. One has ![]() ![]() ![]() ![]() ![]() ![]() ![]() |