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dom6:conjuration

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Conjuration

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.

Conj 1

Spell Req Effect Stats
Summon Cave Grubs earth 11
5earthgem
EUGH!
These guys are
wall-dissolvers.
In battle, they're soft and squishy,
but they can do decent damage.
Ritual
Caves ONLY
Local
Cave Grub x10 (+½ per )
Spirit Curse death 11
1deathgem
Pull a spirit out
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
Cursed (+15% Affliction chance)
Shadow Servant death 22
5deathgem
Formerly… err…
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 nature 11 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%.
(FIXME)
20 Fatigue
Works Underwater
100% Casting Time
Range: 20 Squares
+2 Precision
AOE: 1 Square
Entanglement
V = 19 + Growth
(In Forests, add 1)
(In Wastes, subtract 1)
Nonmagical Entrapment
STR vs. V to break out
Summon Sea Dogs nature 11water 11
2naturegem
A finned fella.
Not a sea lion!
This guy can go underwater
and on land!
Ritual
Works Underwater
Local
Sea Dog x10 (+½ per )
Summon Crocodiles nature 11water 11
4naturegem
A Size-5 reptile.
He can Swim!
Otherwise, he's somewhat okay.
Ritual
Local
Crocodile x10 (+½ per )
Summon Animals nature 22
10naturegem
A pile of Animals.
Like some Princess's song,
the summoned are random
fellas, but Dominions weighs
towards the thougher critters.
FIXME The manual and
the Modinspector disagree
on the buddy count.
Ritual
Works Underwater
Local
40 Random Animals (+½ per )
(Affected by the local terrain)

Conj 2

Spell Req Effect Stats
Summon Fire Ants fire 22nature 11
9firegem
Big, dumb ants.
They don't speak!
That makes them Stealthy.
Only a Mage can lead them, though.
Ritual
Local
Fire Ant x10 (+1 per )
Summon Hawk air 11 The cheapest summoning
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 air 11 A self-buff.
This only works
during a Storm;
in other words,
you'll need to
look in Alteration or Construction.
10 Fatigue
100% Casting Time
Storm Power (Magic)
During a Storm:
+air 11 pathboost
Summon Water Power water 11 A self-buff.
Draw power from water.
It only works Underwater,
where the good stuff is.
20 Fatigue
Underwater ONLY
100% Casting Time
+water 11 pathboost
Summon Ogres earth 11
7earthgem
Big, dumb fellas.
18 Strength,
and 29-damage hits,
offset by dumbness
and average combat skill.
Ritual
Local
Ogre x5 (+½ per )
Summon Shades death 22
5deathgem
Shady Limbo spirits.
Their attacks steal Strength,
but are negated by
Magic Resistance.
Ritual
Works Underwater
Local
Shade x5 (+½ per )
Awaken Algae Men nature 11
1naturegem
Peak scum.
They take hits better than
most underwater fellas,
but they need mages!
Ritual
Underwater ONLY
Local
Algae Man x4
Awaken Vine Men nature 11
1naturegem
Shambling mounds.
Softer and tougher
than the algae fellas.
Just as "absentminded".
Ritual
Local
Vine Man x4
Ivy Lord boosts!
Pack of Wolves nature 11
2naturegem
Wolves, God bless 'em,
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 nature 11
4naturegem
These answer to "Cerastes".
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
Wastes ONLY
Local
Horned Serpent x10 (+½ per )
Summon Killer Mantis nature 22
5naturegem
Ferocious bugs
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 glamour 22
4glamourgem
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 glamourgem)

Conj 3

Spell Req Effect Stats
Summon Lesser Fire Elemental fire 11
1firegem
Animated flame.
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 fire 11earth 11
2firegem
BIG BUG!
8-eyed,
3 attacks,
& quite
dangerous overall.
Only 5 MR, though.
Ritual
Local
Scorpion Beast x1
Phoenix Power fire 22 A self-buff.
Draw in the powers
afforded to those
big flaming birds.
20 Fatigue
100% Casting Time
+fire 11 pathboost
+5 Fire Resistance
Summon Lesser Air Elemental air 11
1airgem
An allied wind.
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 air 22
8airgem
Call an "army"
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
Blocked by Seas
Great Hawk Commander x1
Black Hawk x51
Summon Amphiptere air 22nature 11
3airgem
Do you want
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 water 11
1watergem
Woke water.
Unknowable
and magical.
Likes being Underwater.
Smashes fellas through armor.
On land?
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 Cold1 or colder:
Ice Elemental x1 (Size 4)
Otherwise:
Water Elemental x1 (Size 4)
Summon Yetis water 22air 11
8watergem
Abominable
snowmen!
Very strong
and very chilly,
though not well-equipped.
Ritual
Local
Yeti x5 (+½ per )
Summon Cave Cows water 22earth 22
4watergem
Acid-spitters.
Bleurgh.
Very few resist acid,
but still!
Oh yeah; these guys eat Gold.
Ritual
Caves ONLY
Local
Cave Cow x10 (+½ per )
Call Krakens water 33
4watergem
Giant octopi.
(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 earth 11
1earthgem
A handy hill.
(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 earth 11water 11
4earthgem
Another cave fella.
A hard shell…
One good attack…
What's not to like?
Ritual
Caves ONLY
Works Underwater(?)
Local
Cave Crab x1
Summon Earthpower earth 22 A self-buff.
Borrows the Earth's
capacity to persevere.
It comes with Reinvigoration!
20 Fatigue
Works Underwater
100% Casting Time
Earth Power
+earth 11 pathboost
+4 Reinvigoration (-4 FAT/rnd.)
Power of the Spheres astral 11
1astralpearl
A self-buff.
Call upon the magic
of the Spheres!
What doesn't this boost?
New to Dominions 6, Blood.
Holy, too.
100 Fatigue
Works Underwater
125% Casting Time
Magic Power (Magic)
Elemental +1 pathboost
Sorcerous +1 pathboost
Dark Knowledge death 11
4deathgem
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 death 22
7deathgem
Returns a fella
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 death 22
20deathgem
Returns fellas
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 nature 22water 11
10naturegem
Sea Lions
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 nature 22water 22
5naturegem
Nasty fellas
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 nature 44
9naturegem
Sends a mannish wolf
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
Blocked by Seas
If Targeting Woods:
Werewolf Commander x1
Wolf x40
Otherwise:
Werewolf Commander x1
Wolf x20
Conjure Phantasmal Wolves glamour 11
1glamourgem
Summons the Platonic
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 glamour 22nature 11
5glamourgem
This summons Smurfs–
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
Woods ONLY
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
FIXME There's a mystery
trait in the Modinspector.

Conj 4

Spell Req Effect Stats
Nest of Salamanders fire 22
1firegem
SNAKES!
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 fire 22
6firegem
We have dragons
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
Dragon Master boosts!
Summon Flame Jellies fire 22
6firegem
Jellyfish.
Odd fellas.
Too odd.
Very Hot;
Their heat even
penetrates the sea.
Ritual
Underwater ONLY
Local
Flame Jelly x10 (+1 per )
Summon Wyverns air 22
3airgem
Breathless dergs.
They fly,
they take orders,
and their tails stun fellas.
Ritual
Local
Wyvern x2
Dragon Master boosts!
Summon Storm Drake air 22
5airgem
A Wyvern-like
with storm breath.
How does
Lightning breath
even work? Well, it arcs
from fella to fella.
Ritual
Local
Storm Drake x1
Dragon Master boosts!
Summon Gryphons air 22
9airgem
A "convocation"
of beefy birds
with lion parts.
While dumb,
they can be quite effective!
Ritual
Local
Gryphon x10 (+½ per )
School of Sharks water 22
1watergem
Calls sharks.
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 water 22
2watergem
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
Seas are immune
Site-Searching ()
Summon Sea Serpent water 22
4watergem
HUGE!
SCARY!
RAWR!
BITEY!
POKEY!
SLAPPY!
Ritual
Underwater ONLY
Local
Sea Serpent x1
Dragon Master boosts!
Summon Ice Drake water 22
7watergem
Ice Drakes?
Serious beasts.
Pretty mighty.
The frosty gas is Armor-Negating.
Ritual
Local
Ice Drake x1
Dragon Master boosts!
Summon Cave Drake earth 22
4earthgem
Breathless
tanks.
Ritual
Local
Cave Drake x1
Dragon Master boosts!
Light of the Northern Star astral 33
2astralpearl
A Battlefield Enchantment.
Call on Polaris
to help out!
All benefit,
if they have astral 11 or higher.
200 Fatigue
Works Underwater
225% Casting Time
Battlefield Enchantment (Neutral)
+astral 11 pathboost
Summon Lammashtas death 22
1deathgem
Angels of…
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 death 33
15deathgem
Limbo puppies.
Are those skulls
even real? Yes, unfortunately,
but they're pretty tough.
Ritual
Works Underwater
Local
Shade Beast x30 (+3 per )
Maggots nature 11
1naturegem
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
Undead only
Nonmagical
50 AN Poison DMG
Tangle Thicket nature 22 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 + Growth
(In Forests, add 1)
(In Wastes, subtract 1)
Nonmagical Entrapment
STR vs. V to break out
Summon Leogryphs nature 22
12naturegem
Lions with
bird heads.
Two attacks,
typical Size-4 HP,
and very-high speeds.
Ritual
Local
Leogryph x20 (+2 per )
Summon Spine Frog nature 22water 11
1naturegem
DO NOT TOUCH!
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 nature 22water 11
5naturegem
A nasty fella.
It takes a
very-long stick
to hit one without getting
stuck like a pig!
Ritual
Swamps ONLY
Local
Swamp Drake x1
Dragon Master boosts!
Nest of Asps nature 22death 11
1naturegem
Teeny snakes of
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 nature 33
3naturegem
Large Shambling Mounds.
They might have minds,
but you don't summon
them to think; thus,
they're basically Mindless.
Ritual
Local
Vine Ogre x3
Ivy Lord boosts!
Strength of Gaia nature 33earth 11 A self-buff.
Have Gaia, the Mother,
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
+nature 11 pathboost
Also: Some Other Stuff
Spiritform negates
Extra Strength (+4 STR)
+10 Regeneration (% Healing/rnd.)
Barkskin
(+7 NAT PROT, up to 10,
or +1 if already 10 or higher)
(-5 Fire Resistance)
Summon Kithaironic Lion nature 33earth 11
5naturegem
Hercules started
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 glamour 11water 11
12glamourgem
A little Sailor!
He'll ferry your troops!
He also has water 11glamour 11.
Ritual
Local
Water Kobold Commander x1
Summon Cave Kobolds glamour 11earth 11
5glamourgem
Teeny little sappers.
They will DESTROY
your feeble shins, and your walls.
Ritual
Local
Cave Kobold x5 (+½ per )
Conjure Phantasmal Warriors glamour 22
1glamourgem
Summons the Platonic
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 glamour 22
3glamourgem
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)
Blocked by Seas
Site-Searching ()
Summon Fay Footfolk glamour 22nature 11
12glamourgem
Faeries playing soldier.
Though they're only playing,
they far outstrip mortal elites!
In Cold lands, you reach
the Winter fairies, who are
an "unseelie" (mean) bunch.
Ritual
Woods ONLY
Local
Samples Local Temperature
If Cold1 or colder:
Unseelie Soldier x5 (+½ per )
Otherwise:
Fay Footman x5 (+½ per )

Conj 5

Spell Req Effect Stats
Will o' the Wisp fire 11
1firegem
Two little fellas.
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 fire 33
1firegem
A big,
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 fire 33
13firegem
A fire spirit of a
rather feline
disposition.
Best in the Summer.
Ritual
Local
Summer Lion x5 (+½ per )
Summon Air Elemental air 33
1airgem
A big breeze.
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 air 33
13airgem
An air spirit
of a rather avian
disposition.
Best in the Spring.
Ritual
Local
Spring Hawk x5 (+½ per )
Contact Draconians air 33
20airgem
Wyvernfolk;
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 air 44
3airgem
Harvests Corpses as
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
Seas are immune
Consumes all Corpses
C = Corpses Consumed
G = √(C) x ½
→ If C = 100, G = 5
→ If C = 400, G = 10
→ If C = 576, G = 12
Grants Gdeathgem
Messenger Crows air 44
6airgem
A province enhancement Ritual.
Summons Saruman's spies
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)
+50 Patrol Strength
(Only for Spotting)
Wind Ride air 55
10airgem
Summons a Commander in-play,
by having a giant tornado
scoop them up!
Titans (Size 8+) can't be lifted.
God-like Earth mages (earth 44+)
can't be lifted, either.
In Dominions 5, the tornado would
drop commanders after a province;
does that still apply?
Maybe.

FIXME This will assume
the Dominions 5 notes
still apply.
Ritual
Range: 3 Provinces
Seas are immune
Picks a Random Commander
(Can't find the Stealthy)
S = their Size
A = 5 x their Air level
D = 10 + 5 x S - A
Whirlwind Transport
Size 8-10 negates
Ethereal negates
earth 44 or higher negates
(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.

( Flying negates the DMG)
Voice of Tiamat water 22
8watergem
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)
Blocked by Land
Site-Searching ( Elements)
Summon Water Elemental water 33
1watergem
One tall drink
of water.
Underwater, the water
can constantly
replenish its deep HP pool!
In the cold,
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 Cold1 or colder:
Ice Elemental x1 (Size 7)
Otherwise:
Water Elemental x1 (Size 7)
Summon Winter Wolves water 33
6watergem
A water spirit of a
quite-canid disposition.
He does best in the Winter.
He also does Cold damage!
Ritual
Local
Winter Wolf x5 (+½ per )
Contact Sea Trolls water 33
10watergem
Giant blue goobers
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 water 33nature 11
18watergem
Kydna's river spirits
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 water 33nature 11
35watergem
A gentle river embodiment.
She has water 33nature 33 (Wow!)
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 earth 11
1earthgem
You used to get
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 earth 33
10earthgem
Classic trolls.
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 earth 33
13earthgem
An earth spirit
of an ursine
disposition.
(Yes, he's spirit-y.)
He's best in the Autumn.
Ritual
Local
Fall Bear x5 (+½ per )
Acashic Record astral 22
10astralpearl
Checks the Acashic Records,
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

FIXME might it
pull other info?
Summon Ether Warriors astral 33death 11
15astralpearl
Anti-fellows
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 death 11 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 Magic FAT (+2 per )
Spirit Mastery death 11
4deathgem
Delays the afterlives
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 death 11fire 11
1deathgem
Three green wispies.
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 death 44
12deathgem
Recalls a megachad
from down under.
An undead commodore
doing 33 damage per strike!
Ritual
Works Underwater
Local
Bane Lord Commander x1
Summon Manticores nature 22earth 22
10naturegem
Three attacks!
Wings!
Range!
Dumb looks!
What a predator!
Ritual
Local
Manticore x3
Howl nature 33
3naturegem
A Battlefield Enchantment.
Call wolves authentically!
A whole pack will slowly
sweep into the field,
from all sides.
300 Fatigue
250% Casting Time
Battlefield Enchantment (Friendly)
Around Twice a Round:
In Mountains or Woods:
Wolf x(Exploding 1d6)
(Enters from the Side)
Otherwise:
Wolf x(Exploding 1d3)
(Enters from the Side)
Spirits of the Wood nature 33
8naturegem
Minor tree spirits;
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 nature 33
10naturegem
Leaner, greener trolls.
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 nature 33astral 22
10naturegem
Kidnap a fella in-play
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
Blocked by Seas
Finds an Enemy Commander
Won't pick Mages
( Priests are valid targets,
if they lack other paths)
Assassination: Winged Monkey x8
When the target has 100 Fatigue:
Size 6-10 negates
Transport to Caster
Vermin Feast nature 44
6naturegem
Waste a fort's Supplies.
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 naturegem)
Doubles Supply Usage
Summon Bluecap glamour 22earth 11
20glamourgem
A RAW Cave Kobold!
Their magic is preserved
by this ritual,
so they have earth 22glamour 11 and that
blue wispie form.
Oh yeah; Cave Kobolds
are very greedy.
Ritual
Local
Bluecap Commander x1
Phantasmal Beast glamour 33
1glamourgem
The Platonic ideal
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 glamour 33nature 11
15glamourgem
Faeries playing hero.
Magic gear,
22 DEFENCE,
and elf-tricks!
The Winter knights
are VERY good
in Winter,
but worse in the
seasons of other faeries.
Ritual
Woods ONLY
Local
Samples Local Temperature
If Cold1 or colder:
Unseelie Knight x3
Otherwise:
Fay Knight x3
Awaken Sleeper glamour 44
10glamourgem
Recalls a megachad
from Dreamland.
A superb commander
with item-grade magic gear.
Ritual
Local
Sleeper Commander x1

Conj 6

Spell Req Effect Stats
Summon Fire Snakes fire 22
8firegem
Ten hot fellas.
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 fire 33
30firegem
fire 33!
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 air 33
8airgem
Ritual
Local
Great Eagle x10 (+½ per )
Shark Attack water 33
3watergem
A Battlefield Enchantment.
Underwater Howl!



FIXME This assumes
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:
Checks if any living
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 water 33
15watergem
holy 33!
It's a shame
that this former
Oceanian is Aquatic.
Ritual
Underwater ONLY
Local
Bishop Fish Commander x1
Sea King's Court water 44
55watergem
water 33!
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 water 44death 11
40watergem
A Kokytos Naiad.
She has water 33death 33,
and she's scary!
Ritual
Works Underwater
Local
Kokythiad Commander x1
Contact Hill Giant earth 33
3earthgem
One BIG
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 earth 33
65earthgem
The gray trolls
have kingdoms,
despite eating
babies and such.
Kings have earth 33glamour 11;
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 astral 33
25astralpearl
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 astral 44death 11
90astralpearl
A province enhancement Ritual.
Props open a window
to an Astral Prison.
This pulls a
coven of crooks, too.
One has astral 33death 22random1100%.
dom6/conjuration.1721336460.txt.gz · Last modified: 2024/07/18 21:01 by fenrir