Enchantment is a school of magic. Its spells bestow magic upon people, places, and/or things.
Compared to the school of Alteration, Enchantment's effects are far less harsh and far more magical. Compared to the school of Thaumaturgy, spells in Enchantment work magic on more of a surface level. For example, when one uses a Thaumaturgy to unwind an Undead being, they do it by manipulating the magic holding them together; meanwhile, when one uses an Enchantment to destroy a Magic Being, they do so by creating opposing magic and laying it upon them for an antimatter-like effect.
Enchantment also contains several "summoning" spells, taking stuff that already exists and making it move. It's one of the big three schools (alongside Conjuration and Alteration), in terms of how many spells one can get from it.
A lot of these spells work Underwater; thus, spells that aren't usable underwater will be noted. For more help understanding the tables, see here.
Spell | Req | Effect | Stats |
---|---|---|---|
Protection from Fire | 1 | A self-buff. Uses Fire magic to ward Fire! | 5 Fatigue 100% Casting Time +10 Fire Resistance |
Levitate | 1 | A self-buff. Sit a few inches off the ground! | Impossible Underwater 20 Fatigue 100% Casting Time Floating (Earthquake-immune) |
Protection from Lightning | 1 | A self-buff. Uses Lightning magic to ward Lightning! | 5 Fatigue 100% Casting Time +10 Shock Resistance |
Trueshot | 1 | What does this do, lore-wise? Probably something eye related. | 5 Fatigue 100% Casting Time Range: 10 Squares +5 Precision AOE: 1 Square Improved Precision (+4 PREC) |
Windrunner | 1 | A self-buff. The wind will help you run like it! | 10 Fatigue 100% Casting Time Swiftness (x2 CS) |
Protection from Cold | 1 | A self-buff. Uses Ice magic to ward chills! | 5 Fatigue 100% Casting Time +10 Cold Resistance |
Strength of Giants | 2 | Gives some fellas a Hill Giant's Strength. (Err, it tries its best.) | 20 Fatigue 100% Casting Time Range: 5 Squares AOE: 1 Square Extra Strength (+4 STR) |
Resist Magic | 1 | A self-buff. Uses Astral magic to ward other magic! | 20 Fatigue 100% Casting Time Magic Resistance (+4 MR) |
Animate Skeleton | 1 | A combat summon! Has a fragile-but-competent skeleton fight for you. Equipment varies. | 30 Fatigue Range: Closest Square Random Longdead x1 |
Animate Dead | 1 | A combat summon! Has a tough-but-incompetent zombie fight for you. Better later in the fight. | 20 Fatigue Range: Closest Square Random Soulless x1 |
Reanimation | 1 3 | Finds and adds "life" to ten skeletons. They'll persist after a battle, as long as an Undead-leader watches them. Again, equipment varies. | Ritual Local Random Longdead x10 |
Healing Touch | 1 | Healing magic is under Enchantment! Perhaps the magic seeps through the skin to provide relief and such. | 20 Fatigue 50% Casting Time Range: 1 Square +1 Precision AOE: One Target Inanimate negates 30 Pts. of Healing (+10 per ) |
Protection from Poison | 1 | A self-buff. Uses Poison magic to ward Poisons! | 5 Fatigue 100% Casting Time +25 Poison Resistance |
True Sight | 1 | A self-buff. Gives you magic eyes. They aren't any sharper, but they see through Glamour! | 5 Fatigue 100% Casting Time True Sight (Aims true) |
False Fetters | 2 | An offensive enchantment! This makes magic appear to pin fellas down; fool them up front, and they're pretty stuck! | 10 Fatigue Range: 15 Squares AOE: 2 Squares (+1 per ) Base Penetration: 11 () Entrapment (MR vs. 20 negates) |
Spell | Req | Effect | Stats |
---|---|---|---|
Ignite Arrows | 2 | Applies the Flaming Weapons Bless, even to non-Sacred fellows, but only to Piercing ranged weapons. (Bows, Crossbows, Javelins, etc.) Magic weapons are unaffected, too. | Impossible Underwater 20 Fatigue 100% Casting Time Range: 10 Squares AOE: 1 Square Flaming Arrows On Fire Weapon Hit: Fire 8 AP Fire DMG |
Personal Flight | 1 | A self-buff. Now you can fly! | Impossible Underwater 20 Fatigue 100% Casting Time Flying |
Breath of Winter | 1 | A self-buff. Project cold magic! (Also comes with Cold Resistance.) | 20 Fatigue 100% Casting Time Chill Aura (+3 Chill, +10 Cold Resistance) |
Water Shield | 2 | A self-buff. The currents will block hits for you! | Underwater ONLY 20 Fatigue 100% Casting Time Water Shield (+5 DEF) |
Flying Shield | 11 | A self-buff. A shield will fly around you! It'll chip in against 50% of hits. | Impossible Underwater 20 Fatigue 100% Casting Time Protective Force 20 (50% chance-per-hit of +20 PROT) |
Revive King | 1 3 | Reawakens an old king's bones. His Majesty's mind remains, due to an age-old desire for revenge of some sort! | Ritual Local Mound King Commander x1 |
Envenom Arrows | 1 | Applies the Poison Weapons Bless, even to non-Sacred fellows, but only to Piercing ranged weapons. (Bows, Crossbows, Javelins, etc.) Magic weapons are unaffected, too. | Impossible Underwater 20 Fatigue 100% Casting Time Range: 10 Squares AOE: 1 Square Venomous Arrows On Poison Weapon DMG: Weak Poison 5 AN Poison DMG |
Gift of the Hare | 1 | Speeds some fellas up! This only impacts Combat Speed. | 20 Fatigue 100% Casting Time Range: 15 Squares AOE: 1 Square (+1 per ) Swiftness (x2 CS) |
Gift of the Serpent | 1 | Protects some fellas from Poison. Are snakes really immune to venom? Huh. | 20 Fatigue 100% Casting Time Range: 15 Squares AOE: 1 Square +10 Poison Resistance |
Proud Steed | 1 | Enhances a square of Mounts. They become quicker and cooler! | 20 Fatigue 100% Casting Time Range: 10 Squares +2 Precision AOE: 1 Square Animal Mounts only Mindless negates Pride (+2 DEF, +2 MOR, +2 MR) |
Personal Regeneration | 2 | A self-buff. Gradual self-healing. For big things, this undoes entire hits; several hits, for armored ones! | 20 Fatigue 100% Casting Time Undead negates Inanimate negates +10 Regeneration (% Healing/turn) |
Shroud of Splendor | 11 | A self-buff. They won't lay a finger on you! | 10 Fatigue 100% Casting Time +1 Awe (MOR vs. 11 to attack) |
Spell | Req | Effect | Stats |
---|---|---|---|
Fire Shield | 1 | A self-buff. Who would think to attack you? (Only hits that land get burned, though.) | Impossible Underwater 20 Fatigue 100% Casting Time +9 Fire Shield (+1 per ) Burns Successful Attackers (Fire Shield) AP Fire DMG (Weapon Length reduces DMG) |
Lesser Flame Ward | 2 | Gives fellas Fire Resistance. It's weaker than the prior spell, but it's still decent. | 20 Fatigue 100% Casting Time Range: 15 Squares AOE: 1 Square +5 Fire Resistance |
Farflight | 1 | Gives some ranged weapons extra range. Hopefully some of them hit! | Impossible Underwater 20 Fatigue 100% Casting Time Range: 10 Squares AOE: 1 Square Farshot (+50% Missile Weapon Range) |
Arrow of the Western Wind | 2 | Has Zephyr shoot someone from your location! Neat, huh? (This does Magical Pierce Damage.) | Impossible Underwater Impossible in Caves 20 Fatigue 50% Casting Time Range: 50 Squares (+5 per ) +25 Precision AOE: One Target 20 Pierce DMG (+1 per ) |
Gift of Flight | 2 | Now others can fly! (In most circumstances.) | Impossible Underwater 20 Fatigue 100% Casting Time Range: 10 Squares AOE: 1 Square Flying |
Lesser Thunder Ward | 2 | Gives others lightning protection. It'll hamper Orb Lightning & Thunder Strike! | 20 Fatigue 100% Casting Time Range: 15 Squares AOE: 1 Square +5 Shock Resistance |
Seeking Arrow | 3 4 | Do you HATE someone? If you know they're alone, hit them with this! It always hits the Chest! Air Shields block 90% of these, though; a "magic missile" is still arrow-ish. | Ritual Range: 3 Provinces (Enemy) Shoots A Random Commander Ignores Hiding Commanders Air Shield negates (90% chance) 8 AN Magic DMG (Chest) |
Claymen | 11 7 | Makes some earthen fellows. These guys haven't been baked, so they have Reconstruction! | Ritual Local Clayman x10 (+½ per ) |
Lesser Winter Ward | 2 | Gives others chill protection. They won't mind icy auras anymore! | 20 Fatigue 100% Casting Time Range: 15 Squares AOE: 1 Square +5 Cold Resistance |
Gift of Giant Strength | 2 | Gives extra fellas extra Strength. It's a bit taxing! | 40 Fatigue 100% Casting Time Range: 15 Squares AOE: 3 Squares (+1 per ) Extra Strength (+4 STR) |
Astral Shield | 1 | A self-buff. Knock attackers on their butts! (If they don't miss, anyway.) | 20 Fatigue 100% Casting Time +13 Astral Shield (+1 per ) Paralyzes Successful Attackers MR vs. 11 negates () Mindless negates (Astral Shield) Paralysis DMG (Weapon Length reduces DMG) |
Second Sight | 11 | A self-buff. This grants better sight; True Sight, but it also cuts through Darkness. | 20 Fatigue 100% Casting Time Spirit Sight (Unobstructed Vision) |
Raise Skeletons | 2 | A combat summon! What beats one skeleton? A few of them, of course! | 40 Fatigue 100% Casting Time Range: 5 Squares Random Longdead x3 |
Create Revenant | 2 9 | Makes a revenant zombie, by giving an Underworld spirit a body to live in. An average body is used, so the spirit can do 1 magic without collapsing. | Ritual Impossible Underwater Revenant Commander x1 |
Heal | 1 | Ranged healing. This doesn't fix Afflictions, but it mends the little things! | 20 Fatigue 100% Casting Time Range: 15 Squares +5 Precision AOE: 1 Square Inanimate negates 30 Pts. of Healing (+10 per ) |
Regeneration | 3 | Ludicrously hastened healing. It's almost too fast, at least for serious wounds. Did it miss that your legs broke? If so, then that's a bummer. | 40 Fatigue 100% Casting Time Range: 15 Squares AOE: 1 Square Undead negates Inanimate negates +10 Regeneration (% Healing/turn) |
Gift of True Sight | 1 | It's not Spirit Sight, but it'll do in most cases. | 20 Fatigue 100% Casting Time Range: 10 Squares AOE: 1 Square True Sight (Aims true) |
Shroud of Bewilderment | 2 | A self-buff. Arguably-better elven glamour. They won't just miss; they'll hit someone else next! | 20 Fatigue 100% Casting Time Bewildering Shield Bewilders Attackers Base Penetration: 11 () ( 7 against True Sight) Attack Misses Bewildered (1 turn of randomness) |
Horrible Visage | 21 | A self-buff. Grants a scary face, or at least the illusion of one. | 10 Fatigue 100% Casting Time +5 Dread (Fake Fear Aura) |
Spell | Req | Effect | Stats |
---|---|---|---|
Terracotta Army | 11 9 | These claymen are pre-baked… or at least baked by the caster. They're pretty though, but they're also brittle. | Ritual Local Terracotta Soldier x15 (+1 per ) |
Levitate Soldiers | 2 | It's like Flying, at least defensively. | Impossible Underwater 40 Fatigue 100% Casting Time Range: 15 Squares AOE: 3 Squares (+1 per ) Floating (Earthquake-immune) |
Trueshot Warriors | 2 1 | Preps an archer army. May they hit something! | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) Improved Precision (+4 PREC) |
Cloud Trapeze | 2 4 | Swing across the sky! This is not Teleporting; there are some province borders that you can't fly through. | Ritual Impossible Underwater Impossible in Caves Range: 5 Provinces Self-Transport |
Vile Water | 2 2 | A sulfuric gelatin block. Surprisingly transparent, at least with no one in it! Touching this thing is a bad idea. | Ritual Impossible Underwater Local Gelatinous Cube x1 |
Earth Shatter Hammers | 2 | This makes swings SMASH! It shakes bones! Only Bludgeons and Slashes benefit. NOTE: Equations assume that Net Entrapment calculations apply | 40 Fatigue 100% Casting Time Range: 15 Squares AOE: 1 Square On Slash or Blunt Hit: Stun S = ( Size - 3) / 4 T = ( STR - 14) / 20 S% chance to negate T% chance to negate Stunned (1 rnd. of helplessness) |
Shroud of Flying Shards | 21 | A self-buff. Rocks are lousy Air Shields, but pretty good at dinging people. | 20 Fatigue 100% Casting Time Air Shield (25) Attacks 6 times per Round (Bonus Weapon) 1 AP Slash DMG (capped, no STR) |
Spell Ward | 2 1 | Protects mind & body from other nefarious spells. (The mindless also benefit.) | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) Magic Resistance (+4 MR) |
Astral Healing | 3 1 | Puts souls (or minds) to work. They'll fix their vessels, if they can manage it! (One casting only gets so much…) | 100 Fatigue 150% Casting Time 100% Battlefield Spell (Friendly) Mindless negates Inanimate negates 2 Pts. of Healing |
Raise Dead | 2 | A combat summon! Ten or more zombies should hit something once, right? Hopefully they do. (These Corpses cannot be reused.) | 40 Fatigue 100% Casting Time Range: 5 Squares Random Soulless x10 (+2 per ) |
Twiceborn | 2 13+ | A self-enhancing ritual. After the caster dies, Their body is recovered so the soul can return. The result is an Undead fella! | Ritual Local (Self-Application) Cost: (10 + Size x 3) Various traits negate Twiceborn On Death: Return to Casting Location Gain +1 (20% chance, max 4) Transform: Wight Mage Resurrect (if possible) |
Behemoth | 3 7 | A revenant zombie or two, tasked with an elephant. The spirits move it by inhabiting its body as well, at the cost of being mere troops without 1. You can't have it all! | Ritual Impossible Underwater Local Behemoth x1 |
Immaculate Mounts | 2 | Enhances a bunch of Mounts. They must be animals. | 20 Fatigue 100% Casting Time Range: 10 Squares +2 Precision AOE: 3 Squares (+1 per ) Animal Mounts only Mindless negates Pride (+2 DEF, +2 MOR, +2 MR) |
Poison Ward | 2 1 | Protects many from Poison! This'll stop a bunch. | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) +10 Poison Resistance |
Haste | 3 1 | Moves fellas' life forces. They get quick to the punch. | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) Inanimate negates Swiftness (x2 CS) |
Serpent Arrows | 3 1 | Makes arrows act like little snake-bites! (Not Asp bites, those are stronger.) | Impossible Underwater 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) Venomous Arrows On Poison Weapon DMG: Weak Poison 5 AN Poison DMG |
Gift of Splendor | 21 | I thought it'd be "splendour"; not that it matters. Awe prevents hits before they're attempted! | 10 Fatigue 100% Casting Time Range: 10 Squares AOE: 1 Square +1 Awe (MOR vs. 11 to attack) |
Simulacrum | 3 20 | A self-enhancing ritual. Effectively the Clone spell from D&D, 4-5 spell levels early! Your copy is made of dreams, so "death" pulls your soul to Dreamland, where it might get lost… | Ritual Local (Self-Application) Simulacrum On Death: Return to Casting Location Each Turn After Death: The Journey M = # of turns since Death C = 160 / (2 to the Mth power) Resurrect (C% chance, if possible) (Limit 1 Resurrection per cast) Never Works if M ≥ 12 (or after the province changes hands) |
Spell | Req | Effect | Stats |
---|---|---|---|
Flame Ward | 2 1 | Doles out Fire Resistance. This doesn't stack! | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) +5 Fire Resistance |
Flaming Arrows | 3 1 | Lights arrows on fire, after they're loosed! | Impossible Underwater 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) Flaming Arrows On Fire Weapon Hit: Fire 8 AP Fire DMG |
Farflight Arrows | 2 1 | This doesn't just boost arrows; it boosts other missiles, too. | Impossible Underwater 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) Farshot (+50% Missile Weapon Range) |
Thunder Ward | 2 1 | Doles out Shock Resistance. Again, no stacking! | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) +5 Shock Resistance |
Watcher | 31 5 | Makes a statue magical, and moves it to a high place. They'll spot guys, though a mage is needed to order it to find and zap people. | Ritual Local Watcher x1 |
Trade Wind | 4 10 | A province enhancement ritual. Helps with maritime industries. Those greedy merchants will find your port even better! | Ritual Local Coasts only +25% Income Duration: 1 (+1 per ) (or until the province changes hands) |
Winter Ward | 2 1 | Doles out Cold Resistance. Definitely doesn't stack! | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) +5 Cold Resistance |
Friendly Currents | 3 1 | A Battlefield Enchantment. One-way waters. Will having the ocean itself back you and your friends up be enough? | Underwater ONLY 100 Fatigue 200% Casting Time Battlefield Enchantment (Friendly) For Your Team: +4 CS -2 ENC Also, for the Other Team: -4 CS +2 ENC |
Quagmire | 4 1 | A Battlefield Enchantment. Stokes the local groundwater. Don't have Swamp Survival? Well, hopefully you're not wearing your favorite socks. Does it work in Swamps? | Impossible Underwater 100 Fatigue 200% Casting Time Battlefield Enchantment (Neutral) Swampy Swamp Survival ignores this -1 ATT -1 DEF -20% CS +2 ENC |
Giant Strength Warriors | 3 1 | Gives many fellas Strength! They'll muscle through… well… 4 extra Protection! | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) Extra Strength (+4 STR) |
Weapons of Sharpness | 3 | Makes pokes and cuts sharper! They'll ignore 50% of a target's Protection! | 40 Fatigue 100% Casting Time Range: 15 Squares AOE: 1 Square Makes Pierces & Slashes AP |
Enliven Gargoyles | 31 12 | Enlivens Gargoyles. They can FLY! (Not Underwater, though.) | Ritual Local Gargoyle x10 (+½ per ) |
Ritual of Returning | 2 3 | A self-enhancing ritual. It's an insurance policy! Get hurt, and you'll be sent back to the capital, though not from the Void or other weird Planes. | Ritual Local (Self-Application) Returning On Taking DMG: Teleport (Capital, once per Casting) |
Dispel | 3 30 | Do you hate Global Enchantments? This will knock one at random. It's a much cheaper avenue than just casting your own, and it doesn't require all the slots to be already filled! | Ritual Dispel: Picks a Random Global Enchantment C = Overcast (max. 100 per Astral Lv.) (+5 per ) L = Local Grand Communicant Astral Lvs. G = Global Overcast (counted differently) A = C + L + Exploding 1d20 D = G + Exploding 1d20 If A > D, the Global ends |
The Eyes of God | 5 50 | Speaking of Global Enchantments… This one will show EVERYTHING! The "zoom" is closer within the caster's god's Dominion; otherwise, the finer details are a fine and colorful blur. | Global Enchantment Reveals the Whole Map Just for the Duration: Reveals Ownership, Forts, Dominion, & Scales Reveals Discovered Magic Sites Reveals all Score Graphs Reveals Hall of Fame Character Sheets Within Your Dominion: Reveals Province Attributes Reveals Troop Counts Negates Glamour (the trait) Out-of-Battle Catches Combat Reports +25 Patrol Strength In Battle (Friendly Dominion): Just under 24 Times a Round: Affects a random 6% of the battlefield MR vs. 11 negates No Friendly Fire Disbelieve (1 AN DMG to Illusions) |
Gift of Spirit Sight | 31 | Grants better sight to friends. Everything will glow in the dark! | 20 Fatigue 100% Casting Time Range: 15 Squares AOE: 1 Square Spirit Sight (Unobstructed Vision) |
Pale Riders | 3 10 | Summons a horde! They're not that resilient, but they're capable. | Ritual Impossible Underwater Local Longdead Horseman x25 (+2 per ) |
Horde of Skeletons | 2 | A combat summon! Pull up a couple squares of skeleton fellows. | 40 Fatigue 100% Casting Time Range: 5 Squares Random Longdead x5 (+½ per ) |
Group Regeneration | 3 | Extremely exhausting healing. It's still very handy! You might want to overcast it, though. | 60 Fatigue 100% Casting Time Range: 15 Squares AOE: 3 Squares (+1 per ) Undead negates Inanimate negates +10 Regeneration (% Healing/turn) |
Faery Trod | 41 20 | A quick stroll through Dreamland. The entrance? A Forest. The exits? Also Forests. It's pretty easy to mix up the exits. | Ritual Forests ONLY (And Kelp Forests, and Cave Forests) Range: 10 Provinces (Matching Forest) Teleport (with Troops) 50% chance to end up in a random neighboring Forest instead |
Dreamwild Demesne | 5 10 | A province enhancement. Makes a province pleasant! Aside from fellas getting along, bad things will be quietly prevented! | Ritual Impossible Underwater Local - 2-10 Unrest/turn Fortune Teller (50) Duration: 1 (+3 per ) (or until the province changes hands) |
Spell | Req | Effect | Stats |
---|---|---|---|
Heat from Hell | 4 2 | A Battlefield Enchantment. Brings in Infernal conditions! Many will be displeased. | Impossible Underwater 200 Fatigue 225% Casting Time Battlefield Enchantment (Neutral) Cancels out Grip of Winter Just under 24 Times a Round: Affects a random 3% of the battlefield Heat Clouds (Level 1) |
Vafur Flames | 5 10 | A fort enhancement. Fire will overlap with the walls. Enemies who cross it get scorched, even if they fly over! (The walls? Or just outside them?) | Ritual Impossible Underwater Local (Fort) When the Walls are Breached: Continuously targets the walls (and the gap in the walls) No Friendly Fire 10 AP Fire DMG Those who pass the squares by Flying take 5 AP Fire DMG |
Eternal Pyre | 6 80 | A provincial Global Enchantment. A Sun-like Gem Generator. Not even flooding the land will put the darn thing out! As a local Global, however, taking its location dispels it. | Global Enchantment (Local) Impossible Underwater +20/turn +3 (Adjusts the Base) Negates all local Darkness |
Wind Guide | 3 1 | Has the wind guide all shots. It doesn't add much, but it negates a lot of subtractions! | Impossible Underwater 100 Fatigue 150% Casting Time 100% Battlefield Spell (Friendly) Wind Guide +2 PREC Halves all Precision penalties Negates Storm's chance of deleting their missiles |
Greater Farflight | 4 1 | The third of these things. Is it the last? | Impossible Underwater 100 Fatigue 150% Casting Time 100% Battlefield Spell (Friendly) Farshot (+50% Missile Weapon Range) |
Dome of Solid Air | 5 20 | A province enchantment. A province-sized Air Shield. It blocks all rituals from other provinces, except for Global Enchantments, and it breaks if it fails. Otherwise, this giant bubble has rather low maintenance. | Ritual Impossible Underwater Local Ends if Caster's Mind Fails (or if the province changes hands) Blocks 80% of Outer Rituals Ends if it Fails to Block One |
Water Ward | 1 1 | Shares the water protection. It's a very handy spell! | Underwater ONLY 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 25 Squares Water Shield (+5 DEF) |
Hidden in Snow | 31 65 | Thaws out frozen fellas. They'll be dead, but their souls will remain, so you can command them. Note the local Scales! Turmoil lures toughies, while Fortune lures Mages! is Cold required? | Ritual Mountains & Caves ONLY Finds an Undead Tribe: 1 Unfrozen Lord (Commander) 0-2 Unfrozen Mages (Commanders) (Local Luck modifies odds) Up to 50 Troops C = 9 + Turmoil + Magic (C + 1d8) Unfrozen Warriors The rest are regular Unfrozen |
Grip of Winter | 4 2 | A Battlefield Enchantment. Only Kokytos is this chilly! Many will be displeased. | 200 Fatigue 225% Casting Time Battlefield Enchantment (Neutral) Cancels out Heat from Hell Just under 24 Times a Round: Affects a random 3% of the battlefield Frost Clouds (Level 1) |
Frost Dome | 5 15 | A province enchantment. A thin bubble of frost protects the province. It's flimsy, but the cold will trace all the way back to casters, and give them a rough time! | Ritual Local Duration: 1 (+1 per ) (or until the caster's mind fails) (or until the province changes hands) Blocks 30% of Outer Rituals Dome Trap: Cold Doesn't even have to Block 1-15 AN Cold DMG (uncapped) |
Enliven Statues | 3 20 | Enlivens Statues. They're all over the place! They also can't be Petrified. | Ritual Local Living Statue x10 (+1 per ) |
Hidden in Sand | 31 65 | Combs the sand for mummified men. They quite enjoy Heat, unlike typical fantasy Undead! Note the local Scales! Order lures elites, while Fortune lures Priests! | Ritual Wastes ONLY Finds an Undead Court: 1 Dust King (Commander) 0-2 Dust Priests (Commanders) (Local Luck modifies odds) Up to 50 Troops C = 9 + Order + Magic (C + 1d8) Dust Warriors The rest are Dust Walkers |
Hidden Underneath | 31 65 | Cracks a personal Hell for a Pantokrator's foes. How old are they? Well, they're as tough as steel! Note the local Scales! Order lures fighters, while Fortune lures thinkers! | Ritual Caves ONLY Finds an Undead Court: 1 Released King (Commander) 0-2 Released Sages (Commanders) (Local Luck modifies odds) Up to 50 Troops C = 9 + Order + Magic (C + 1d8) Released Warriors The rest are Released Ones |
Earthquake Warriors | 4 1 | Earth Shatter Hammers, but better! Stun-lock entire armies! NOTE: Equations assume that Net Entrapment calculations apply | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) On Slash or Blunt Hit: Stun S = ( Size - 3) / 4 T = ( STR - 14) / 20 S% chance to negate T% chance to negate Stunned (1 rnd. of helplessness) |
Riches from Beneath | 5 70 | A Global Enchantment. Makes mining FUN! Stone hiding metals will go very soft! Dominion makes it better, but anything over 5 is overkill. | Global Enchantment Your Provinces Only Y = Local Dominion (max. 5) +(20 x Y)% Resources +([4 x Y]% x Resources) Income +(20 x Y)% Mine Income |
Opposition | 3 | Antimatters a Magic Being, or at least tries to. An ineffective Opposition may still cause some swirly-eyes. | 20 Fatigue Range: 25 Squares Sure Hit AOE: One Target Base Penetration: 11 () Magic Beings only Instakill Also: Stun Magic Being Base Penetration: 15 () Magic Beings only Stunned (1 rnd. of helplessness) |
Dome of Arcane Warding | 4 10 | A province enchantment. A starry dome that blocks a bunch, even horrifying Horrors! Is this a miniature Stellar Sphere? | Ritual Local Duration: 1 (+1 per ) (or until the caster's mind fails) (or until the province changes hands) Blocks 50% of Outer Rituals Blocks 60% of Horror Attacks (only 30% of Doom Horror attacks) |
Reanimate Archers | 21 5 | Preps 10 Bane Fire bows, and gives them to skeletons. No, you may not have one. | Ritual Impossible Underwater Local Longdead Archer x10 |
Ziz | 32 2 | This big bird is a revenant! Neat, huh? Its spirit is not doing a good job of hiding in its body, so the Underworld makes it cold. | Ritual Impossible Underwater Local Ziz x1 |
Rigor Mortis | 4 3 | A Battlefield Enchantment. Muscles will stiffen! Energy will flee! Even the caster isn't safe! (Which might be a problem, due to that 300 Fatigue.) | 300 Fatigue 250% Casting Time Battlefield Enchantment (Caster) Just under 24 Times a Round: Affects a random 3% of the battlefield Base Penetration: 15 () Undead negates Inanimate negates 10 AN Magic FAT |
Hail of Serpent Fangs | 4 2 | Full-army Venom Arrows. (Oh, you know, just in case you have more than 20 squares of Archers and Javelinists.) | Impossible Underwater 200 Fatigue 175% Casting Time 100% Battlefield Spell (Friendly) Venomous Arrows On Poison Weapon DMG: Weak Poison 5 AN Poison DMG |
Foul Vapors | 41 2 | A Battlefield Enchantment. Upsets nature a bit. The ground will emit a fair amount of nastiness! NOTE: Area taken from Dominions 5. | 200 Fatigue 225% Casting Time Battlefield Enchantment (Neutral) Just under 24 Times a Round: Affects a random 1% of the battlefield Poison Clouds (Level 1) |
Relief | 5 1 | A Battlefield Enchantment. The ANTI-Rigor Mortis! Well, it's not THAT strong, but it can be very nice. | 100 Fatigue 200% Casting Time Battlefield Enchantment (Friendly) Just under 24 Times a Round: Affects a random 6% of the battlefield Removes 1 FAT (with a dueling DRN, min. 0) |
Forest Dome | 5 10 | A province enchantment. Bubbles a province in plants! These won't catch everything, but they also won't go away! (Unless Fire hits, of course.) (Or unless new management comes with their axes.) | Ritual Local Ends if Province Changes Hands Blocks 30% of Outer Rituals Ends if a Fire Ritual is Blocked |
Steal Sight | 1 | Blinds a fella, if they're not already Blind. What foul image does this? Perhaps a black square… | 20 Fatigue Range: 20 Squares Sure Hit AOE: One Target Base Penetration: 11 () Blind negates Blinded (-9 ATT, -9 DEF, & -9 PREC) |
Fay-eyed Warriors | 3 1 | Gives many fellas faery irises. | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) True Sight (Aims true) |
Aura of Splendor | 31 | Advancements in Awe are rather slow. What a pity! | 40 Fatigue 100% Casting Time Range: 10 Squares AOE: 5 Squares (+1 per ) +1 Awe (MOR vs. 11 to attack) |
Dome of Misdirection | 5 20 | A province enchantment. Makes aiming here a crudshoot! Those who screw up will hit a province next to the dome instead, at random. | Ritual Impossible Underwater Local Duration: 1 (+1 per ) (or until the caster's mind fails) (or until the province changes hands) Redirects 70% of Outer Rituals |
Spell | Req | Effect | Stats |
---|---|---|---|
Hail of Burning Embers | 4 2 | Just in case you're afraid of missing someone. | Impossible Underwater 200 Fatigue 175% Casting Time 100% Battlefield Spell (Friendly) Flaming Arrows On Fire Weapon Hit: Fire 8 AP Fire DMG |
Dome of Flaming Death | 4 8 | A province enchantment. This doesn't stop anything. It just wants REVENGE. And it knows where the rituals came from! | Ritual Impossible Underwater Local Duration: 1 (+1 per ) (or until the caster's mind fails) (or until the province changes hands) Responds to Outer Rituals Dome Trap: Fire 2-40 AP Fire DMG F = 10 + Misfortune (Trap-Tripper's Province) F% chance to destroy the Lab they used (Happens last in the Magic Phase) |
Mass Flight | 4 1 | Makes many fellows fly! (If they want to.) | Impossible Underwater 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) Flying |
Thetis' Blessing | 5 50 | A Global Enchantment. Invade the ocean! Most will be bad at it, but fortune favors the bold. Just… don't linger, especially against those Underwater Astral nations. | Global Enchantment Water Breathing |
Ghost Ship Armada | 53 60 | A Global Enchantment. Hires a Privateer. He'll Pillage coasts (not yours, at least) with at least 250 People, spawning new "armadas" as his success grows. Only 5 armadas can exist at once. Provinces he takes will be his, but he pays you your share of the booty. His defeat ends the Enchantment. | Global Enchantment Picks a random hostile Coast Pirate Armada Damned Admiral x1 At least 5 Damned Captains At least 2 Damned Boatswains At least 76 Damned Buccaneers (Independent, moves each turn) With Each Victory: K = Exploding 2d100 If K > Population/20, make it Population/20 If a Fort is present, divide K by 4 Kills (10 x K) Population Generates (2 x K) Unrest (max. 50) Grants (K - 1d(K / 10) - 1) Gold Replaces casualties in-between turns Adds a Lesser Pirate Armada for every 350 Gold Granted (These are 2/5ths the size of the main one, and attack close to the main one.) Ends if the main Pirate Armada loses |
Steel Slice Warriors | 4 1 | This was a Construction once. Oh, how times change… | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) Makes Pierces & Slashes AP |
Lion Sentinels | 5 30 | Regal statues that'll help with fort defence. They also stop crimes. Only one is a commander, though. | Ritual Local (Fort) +1 (Adjusts the Base) When the Walls are Breached: Marble Lion Commander x1 Marble Lion x10 (Troops) (Fort Defenders) Ends if the Province Changes Hands |
Earth Blood Deep Well | 6 80 | A provincial Global Enchantment. A Saudi-style Gem Generator. Best cast in the Caves, where capillary action has a bit less work to do. | Global Enchantment (Local) Impossible Underwater In Caves +22/turn Elsewhere +17/turn |
Antimagic | 3 2 | Uses magic to stop magic! Covers all your bases, too. | 200 Fatigue 175% Casting Time 100% Battlefield Spell (Friendly) Magic Resistance (+4 MR) |
Solar Brilliance | 5 3 | A Battlefield Enchantment. This intensifies the Sun. It's technically two spells mashed together, mechanically-speaking. | Requires a Sun 300 Fatigue 250% Casting Time Battlefield Enchantment (Neutral) Sets Darkness to -1 ( Awful for the Darkness-Empowered) Just under 24 Times a Round: Affects a random 5% of the battlefield Base Penetration: 7 () Blind negates Blinded (-9 ATT, -9 DEF, & -9 PREC) Also Just under 24 Times a Round: Affects a random 5% of the battlefield Base Penetration: 7 () Demons or Undead only 5 AP Magic DMG |
Stellar Focus | 5 60 | A provincial Global Enchantment. Focuses starlight into a spherical Pearl-Generator. It was once inoffensive; then the Pantokrator decided it should focus ALL starlight, robbing other provinces of the beauty of the stars. | Global Enchantment (Local) Impossible in Caves +10/turn +3 (Adjusts the Base) In Every Other Province: +1 (Adjusts the Base) |
Disenchantment | 5 50 | A low-confidence version of Dispel. Even if it fails, it'll still take a layer of its target down with it. | Ritual Dispel: Picks a Random Global Enchantment C = Overcast (max. 100 per Astral Lv.) (+5 per ) L = Local Grand Communicant Astral Lvs. G = Global Overcast (counted differently) A = C + L + Exploding 1d20 D = G + Exploding 1d20 If A > D, the Global ends If A < D, reduce G by [(C + L) / 2] |
Carrion Reanimation | 3 10 | Evicts a bunch of Corpses. Every body must go! You then control them. | Ritual Range: 5 Provinces (Friendly) Reanimates 200 Corpses (+100 per ) |
Leviathan | 31 10 | A turtle. Oh dear. Well, there's no way a revenant can pilot this thing directly; its main body is in its shell. It can go on land! | Ritual Underwater ONLY Local Leviathan x1 |
Life after Death | 4 4 | A Battlefield Enchantment. Delays the afterlife for a bit. You still need your units, after all! Especially those mages… They still have stuff to cast! | 400 Fatigue 225% Casting Time Battlefield Enchantment (Friendly) Slain Units Arise as Zombies (if possible, of course) Pretender God negates Mindless negates Undead negates Inanimate negates Spiritform negates Becomes a matching Soulless Dies Again after the Battle |
Ritual of Rebirth | 4 15 | A perk for the famous, after they've bitten dust. Don't hug them once they're like this. | Ritual Local Mummification Pick one Hall of Fame figure (They must be yours, and dead) (They must not be Soul-Slain, nor dead in a disconnected Plane) Inanimate negates (except for Mummies) Moves to Casting Location Transforms Target: Mummy (Size varies with the target) Resurrect |
Mass Regeneration | 4 1 | Wide-AOE chip damage won't do much against an army with this spell! | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 20 Squares (+1 per ) Regeneration +10 (% Healing/turn) |
Serpent's Blessing | 4 2 | Foul Vapors insurance. (Well, as long as your fellas step out of clouds.) | 200 Fatigue 175% Casting Time 100% Battlefield Spell (Friendly) +10 Poison Resistance |
Awaken Treelord | 5 35 | Stirs a Forest King, wherever the heck he's sleeping. He can't move, except by "dying" and reawakening. (Or you could Empower in Glamour for Faery Trod, but then someone else might benefit.) | Ritual Range: 4 Provinces (Forests) (NOT Kelp Forests) Summons One of Three Commanders: Treelord (14, Boars, Spreads Growth) Treelord (41, Wolves) Dying Treelord (5, Bugs) |
Gift of Health | 6 50 | A Global Enchantment. A Gift of Health. Only the living benefit. It also gives the bonus Prophets and Pretenders get in high Dominion, but only to Hit Points, and with no downsides. | Global Enchantment Affects Your Units Only Undead negates Inanimate negates Spiritform negates +(10 x Dominion)% HP Each Affliction has a (10 x Dominion)% chance to go away each turn Within Your Dominion: Unaging (50%) |
Aura of Bewilderment | 4 1 | Rely on MR instead of DEF! This only MIGHT backfire! | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 5 Squares (+1 per ) Bewildering Shield Bewilders Attackers Base Penetration: 11 () ( 7 against True Sight) Attack Misses Bewildered (1 turn of randomness) |
Warriors of the Dawn | 41 1 | Makes most of your army appear brighter than their surroundings! | 100 Fatigue 125% Casting Time Range: 20 Squares AOE: 20 Squares (+1 per ) +1 Awe (MOR vs. 11 to attack) |
Nightmare Masks | 41 1 | Extreme spookiness. This doesn't stack with regular Fear… Oh well! | 100 Fatigue 125% Casting Time Range: 15 Squares AOE: 5 Squares (+1 per ) +5 Dread (Fake Fear Aura) |
Veil of Perpetual Mists | 5 30 | A province enchantment. Makes the province look like a dark forest from a Disney movie. Troops are scared off! Commanders aren't scared, but they might be idiots (or just lacking in sense of direction) and get lost! | Ritual Local Duration: 1 (+1 per ) (or until the caster's mind fails) (or until the province changes hands) Turns Invaders Around Affects Enemies Only For Troops: Morale negates Cancels their Movement For Commanders: MR negates Cancels their Movement (Also Cancels their Troops' Movement) |
Land of the Ever Young | 51 10 | A province enchantment. Makes a place like the Tir na n'Og in fairy tales! This matters most for fellas just on the cusp of turning gray. | Ritual Local Unaging (75) Duration: 1 (+1 per ) (or until the province changes hands) |
Spell | Req | Effect | Stats |
---|---|---|---|
Fire Fend | 4 1 | Full-army fire prevention. (Err, partial prevention.) | 100 Fatigue 150% Casting Time 100% Battlefield Spell (Friendly) +5 Fire Resistance |
Thunder Fend | 4 1 | Dissuades lightning! (Paritally, at least.) | 100 Fatigue 150% Casting Time 100% Battlefield Spell (Friendly) +5 Shock Resistance |
Soaring Army | 5 3 | Turbo Mass Flight. It makes retreating easier, at least! | Impossible Underwater 300 Fatigue 200% Casting Time 100% Battlefield Spell (Friendly) Flying |
Frost Fend | 4 1 | Reduces the impact of coldness. (Paritally, at least.) | 100 Fatigue 150% Casting Time 100% Battlefield Spell (Friendly) +5 Cold Resistance |
Wrath of the Sea | 5 70 | A Global Enchantment. Makes water take up much more space. Why isn't this an Alteration? Perhaps water is normally enchanted to be shy, and is always curling itself up. Elementals aren't affected, though. | Global Enchantment Floods Coastal Provinces and Fresh Water Provinces -30% Income 0.4% Popkill |
Void Pattern Labyrinth | 43 10 | A province enchantment. This scintillating bubble only blocks Horrors. This includes Send Lesser Horror, Horror Seed, and Send Horror, though! Doom Horrors can solve the magical maze. | Ritual Local Duration: 1 (+1 per ) (or until the caster's mind fails) (or if the province changes hands) Blocks Horror-Summoning Spells/Rituals (Including battlefield summons) Blocks Horror Attacks (Only 50% of Doom Horror attacks) |
Unraveling | 6 6 | Depolarizes magic in the entire area. Magic Beings are most affected! Weak mages are second-most-affected, followed by powerful mages. Buffs are not affected, though. It's just for a moment, but it's enough to derail many things… | 600 Fatigue 275% Casting Time 100% Battlefield Spell Base Penetration: 11 () Magic Beings only Decaying (Ages 5 years/rnd.) Also: Feeblemind Battlefield Base Penetration: 7 () Mindless negates Feebleminded (Severed from Magic) |
Fields of the Dead | 52 2 | A Battlefield Enchantment. The dead rise, like wheat! They'll appear at random, always helping you. Odds are that they'll be armed; this being a battlefield, and all that. | 200 Fatigue 225% Casting Time Battlefield Enchatnment (Friendly) Around 4 times a Round: Reanimates (DRN) Corpses (Dueling DRN, random squares) Most will be Soulless Warriors 10% will be "national" Soulless |
Army Regeneration | 5 3 | Even-wider Mass Regeneration. Check if you need it cast! | 300 Fatigue 200% Casting Time 100% Battlefield Spell (Friendly) Regeneration +10 (% Healing/turn) |
Haunted Forests | 51 60 | A Global Enchantment. Riles up the forests. Within your Dominion, the dead will be propped up by vines! (And their flesh will be eaten by them; oh well.) | Global Enchantment Impossible Underwater Within Your Dominion: Undead negates Inanimate negates Spiritform negates Reanimates Slain Units as Manikin (Independent in battles you're not in; they belong to you otherwise) |
Dragon Master | 3 30 | A self-affecting ritual. Become the Scalie King. This makes many summoning Rituals far more economical; none are Glamour Rituals, however. | Ritual Local (Self-Application) Dragon Master (2) (doesn't stack with itself) |
Mists of Deception | 51 2 | A Battlefield Enchantment. Mist will cover the field, and fake creatures will appear in it! None are particularly scary, but all can run the ones. | 200 Fatigue 225% Casting Time Battlefield Enchantment (Caster) Roughly (Glamour Lv.) times a Round: Summons a random Illusion 45% chance: Warrior Illusion 45% chance: Wolf Illusion 5% chance: Beast Illusion 5% chance: Knight Illusion (random squares) Also: Mist Halves Precision (before buffs/debuffs) Prevents Clouds from Dissipating |
Fata Morgana | 7 90 | A Global Enchantment. Makes everything seem delightful. Foes won't get to witness it, lest they have an inside man. In some cases, the Illusions help out directly! | Global Enchantment Your Provinces Only Within Your Dominion: -10 Unrest/turn Blanks Scouting Reports If they're not in the province, they'll see nothing. Illusory Militia Warrior Illusion x2 per PD point Archer Illusion x1 per PD point Knight Illusion x1 per PD point after 19 |
In most Dominions 6 games, you research only one of these spells at a time.
Spell | Req | Effect | Stats |
---|---|---|---|
Demon Cleansing | 5 1 | A Battlefield Enchantment. This makes Demons extra sensitive. All damage is doubled! It's applied before Protection, but after Elemental Resistances. | 100 Fatigue 200% Casting Time Battlefield Enchantment (Neutral) Demons only Doubles DMG against them |
Earth Shatter Army | 5 2 | Earthquake Warriors, but better! An army of stun-lockers! NOTE: Equations assume that Net Entrapment calculations apply | 200 Fatigue 175% Casting Time 100% Battlefield Spell (Friendly) On Slash or Blunt Hit: Stun S = ( Size - 3) / 4 T = ( STR - 14) / 20 S% chance to negate T% chance to negate Stunned (1 rnd. of helplessness) |
Dome of Seven Seals | 44 14 | A province enchantment. What the Pantokrator sealed the sky with, but smaller. It blocks seven rituals, but not ones cast by friendly mages with Astral levels! | Ritual Local Ends if Caster's Mind Fails (or if the province changes hands) Blocks 7 Outer Rituals Rituals from friendly mages with 1+ aren't blocked. |
Arcane Nexus | 8 150 | A Global Enchantment. Draws in the magic wasted from spending the seven "impure" gem types. Apparently, half the magic is wasted! The pull then Alchemizes the magic into Pearls. This only draws from Labs. | Global Enchantment Whenever Gems are Spent: Adds to the Gem Treasury : 50% : 0% Only Grants (2 non-'s → 1) |
Army of the Dead | 5 10 | A remote invasion spell! Drop a skeletal army on a province. On top of that, this'll reanimate most of the Corpses there! | Ritual Range: 5 Provinces Random Longdead x100 (+5 per ) Mound King Commander x1 If Corpses are Present: Reanimates 150 Corpses (+75 per ) Mound King Commander x1 |
Lichcraft | 5 30+ | A self-affecting ritual. Sunsets your body. You don't need all that flesh, apparently! Or, well, you don't need it inside you. You'll be Immortal afterwards! | Ritual Local (Self-Application) Cost: (25 + Size x 5) Various traits negate Instakill (No damage is dealt) Gain +1 (max 10) Transform: Lich Resurrect You will reform in the province you casted it in. |
Gaia's Blessing | 52 3 | Grants protection from worldly magic: Fire, Ice, Lightning, and Poison. This is essentially the four Fends (err, three plus the Serpent thing) packaged together, so no stacking will occur with those. | 300 Fatigue 200% Casting Time 100% Battlefield Spell (Friendly) +5 Fire Resistance +5 Shock Resistance +5 Cold Resistance +10 Poison Resistance |
Gift of Nature's Bounty | 7 70 | A Global Enchantment. Blesses your fellows with wondrous abundance. It only operates within your Dominion, where the deserving are. | Global Enchantment Your Provinces Only In 0 or Higher: +(15 x Dominion)% Income +1 x Dominion (Adjusts the Base) |