User Tools

Site Tools


dom6:evocation

Evocation

Evocation is a school of magic. Its spells "project arcane power into the physical world".

Plenty of traditional "battle magic" is found in this school: there's Fireball, there's Lightning Bolt, and there's even pure darkness shaped into blobs of damage. Evocation also allows things to be created from next to nothing; this aspect is far more limited than the drawing of Conjuration and the sculpting of Construction, but it has its time and place.

In general, Evocation is geared around causing pain, not unlike the Black Magic school in Final Fantasy. This makes it a smaller school (around as small as Thaumaturgy), and one largely geared towards the boisterous Elements, though the imagination of Glamour Mages finds many tools here.

Evocation is a lot "snappier" than most schools, in terms of how quickly the spells are cast. The typical spell casting time is only 75% of what's normal.

No Research Required

Spell Req Effect Stats
Fire Flies fire 11 A sawed-off shotgun blast of sparks.
It doesn't scale much with skill,
but it's a fallback and a start.
20 Fatigue
75% Casting Time
Range: 30 Squares (+5 per )
6 Projectiles
-1 Precision
AOE: One Target (each)
8 AP Fire DMG
Freezing Touch water 11 Touch a fella to freeze them!
Melee spells like this
are actually 1-range missiles.
10 Fatigue
50% Casting Time
Range: 1 Square
+1 Precision
AOE: One Target
9 AN Cold DMG (+1 per )
Flying Shards earth 11 A blunderbuss of small rocks.
This spell scales immensely with skill,
but will it ever be good?
Probably at very-close range!
30 Fatigue
75% Casting Time
Range: 30 Squares (+5 per )
4 Projectiles (+2 per )
AOE: One Target (each)
7 Nonmagical DMG (+1 per )
(Blunt or Slash)

Evo 1

Spell Req Effect Stats
Burning Hands fire 11 A melee-ranged square roast.
Since it does splash damage,
it's tough to miss with this!
5 Fatigue
50% Casting Time
Range: 1 Square
AOE: 1 Square
15 AP Fire DMG (+1 per )
Fire Darts fire 11 Magic missiles of FIRE!
They're not perfectly accurate,
but they're decently so.
20 Fatigue
75% Casting Time
Range: 30 Squares (+5 per )
4 Projectiles (+3 per )
+1 Precision
AOE: One Target (each)
10 AP Fire DMG
Flame Bolt fire 22 One big, beautiful fire bolt.
In previous games, this didn't splash,
making it very funny.
20 Fatigue
75% Casting Time
Range: 45 Squares (+5 per )
+2 Precision
AOE: One Square
13 AP Fire DMG (+2 per )
Gust of Winds air 11 New to Dominions 6,
Air mages can use air offensively.
It'll delay the small and/or weak,
at the very least.
10 Fatigue
75% Casting Time
Range: 35 Squares (+5 per )
+2 Precision
AOE: 2 Squares
Nonmagical Stun
S = ( Size - 3) / 4
T = ( STR - 14) / 20
S% chance to negate
T% chance to negate
Stunned (1 rnd. of helplessness)
Also: Minor Blunt Damage
8 Blunt DMG (nonmagical)
Shocking Grasp air 11 A defibrillator hand.
Even proximity to the hand is dangerous,
though not quite as much.
This is the cheapest spell in the game!
3 Fatigue
Works Underwater
50% Casting Time
Range: 1 Square
AOE: One Target
18 AN Shock DMG (+3 per )
Also: Minor Area Shock
AOE: 1 Square
1 AN Shock DMG (capped)
Slime water 11 Slimes some fellas.
Made of magic, this sticky goo
will bog them down.
Each round, the Slimed get a Magic Resistance check;
if this beats a 22 (with dueling DRNs), the condition ends.
20 Fatigue
75% Casting Time
Range: 30 Squares (+5 per )
+2 Precision
AOE: 1 Square
Base Penetration: 7 ()
Slimed
Slowed (-2 ATT, -2 DEF, halved rnds.)
-2 Attack Skill (on top of the above)
-2 Defence Skill (on top of the above)
Water Strike water 11 A blast of pure magical force through the wet medium.
(Water is wet, right?)
It hits instantly, unlike most ranged Evocation spells,
so perhaps it's a telekinetic pounding…
20 Fatigue
Underwater ONLY
75% Casting Time
Range: 35 Squares (+5 per )
+2 Precision
AOE: 1 Square
13 Magic DMG (+2 per )
Geyser water 11fire 11 A rare Evocation that creates water.
This isn't just any water; it's HOT!
Being water, its "splash" is quite good,
but good armor may hold it out!
10 Fatigue
75% Casting Time
Range: 20 Squares (+5 per )
+3 Precision
AOE: 3 Squares
6 AP Fire DMG (+1 per )
Cold Bolt water 22 One big, beautiful blob of chilliness.
It used to be very different;
it got changed in the same manner as Flame Bolt,
and made Armor-Piercing, to make it less funny.
20 Fatigue
100% Casting Time
Range: 50 Squares (+5 per )
+3 Precision
AOE: 1 Square
13 AP Cold DMG (+1 per )
Acid Spray water 22fire 11 Creates "burning" water, A.K.A. acid.
It sprays all over the place;
casters should be very careful,
and/or wear magic armor.
20 Fatigue
75% Casting Time
Range: 2 Squares
AOE: 5 Squares
10 AP Acid DMG
Astral Projection astral 11
1astralpearl
Puts a mage's mind in another province,
while they do their normal stuff on autopilot.
It has tradeoffs over other Scrying spells;
being in the province overcomes a few Glamour spells,
but Astral mages might catch you cheating
and ban you from casting spells.
Ritual
Range: 7 Provinces (Enemy)
Mindless cannot cast
Scrying (As though a Spy is present)
Duration: 1 (+1 per astralpearl)
(Or until the caster's mind fails)
Each Turn: Detection Risk
Each local mage searches
S = (Astral Lv.) x 40 - 20
S% chance to Feeblemind caster
Star Fires astral 11 Borrows, amplifies, and fires starlight.
Light travels so fast, it's basically instantaneous!
This spell has been buffed many times
throughout its long, funny history.
20 Fatigue
75% Casting Time
Range: 35 Squares
3 Bolts
+2 Precision
AOE: One Target
5 AN Magic DMG (+1 per )
Arcane Bolt astral 22 An actual magic missile!
However, it only affects Magic Beings.
It's not a "Living Bolt", after all.
It also does splash damage, so there's that.
20 Fatigue
Works Underwater
75% Casting Time
Range: 40 Squares (+5 per )
+3 Precision
AOE: 1 Square
Magic Beings only
10 AN Magic DMG (+1 per )
Vine Arrow nature 11 Creates some vines, winds them up, adds a magic tip,
and fires them at a fella.
The vines wrap around the fella, like a bola,
and root into the soil for stability.
The power of this Entrapment scales with the soil!
20 Fatigue
75% Casting Time
Range: 30 Squares (+5 per )
AOE: One Target
14 Pierce DMG (+1 per )
On Hit: Entanglement
V = 19 + Growth
(In Forests, add 1)
(In Wastes, subtract 1)
Nonmagical Entrapment
STR vs. V to break out
Bewitching Lights glamour 11 Creates pretty colored lights!
Does this infringe on Astral's prerogative?
Well… they're colorful, and they might be fake.
20 Fatigue
75% Casting Time
Range: 30 Squares
+1 Precision
AOE: 3 Squares
Base Penetration: 7 ()
Mindless negates
No Friendly Fire
Stunned (1 rnd. of helplessness)

Evo 2

Spell Req Effect Stats
Fire Blast fire 22 A Pokémon move.
Its range is limited, but this gives it
a fair shake at actually hitting.
20 Fatigue
75% Casting Time
Range: 7 Squares (+1 per )
AOE: 3 Squares
15 AP Fire DMG (+2 per )
Also: Heat Shock
Heat Clouds (Level 2)
Sulphur Haze fire 22air 11 Creates brimstone clouds.
Their very emergence
can burn fellas;
then there's sulfur's nasty nature.
20 Fatigue
75% Casting Time
Range: 30 Squares
AOE: 4 Squares (+1 per )
Sulphur Clouds (Level 5)
Also: Heat Stun
10 AN Fire FAT (+2 per )
Flare fire 33 A very big Flame Bolt.
Its look and sound are distinctive;
but many write it off
as an unrefined Fireball.
50 Fatigue
75% Casting Time
Range: 45 Squares (+5 per )
+1 Precision
AOE: 1 Square
22 AP Fire DMG (+2 per )
Also: Heat Shock
Heat Clouds (Level 3)
Lightning Bolt air 22 Throws a bolt of lightning,
which travels nigh-instantaneously
and prompts another zap from the ground.
As in physics, the [more] visible zap
is less focused.
10 Fatigue
Works Underwater
75% Casting Time
Range: 40 Squares (+5 per )
+4 Precision
AOE: One Target
14 AN Shock DMG (+1 per )
Also hits the mount/rider
Also: Minor Area Shock
AOE: 1 Square
1 AN Shock DMG (capped)
Shock Wave air 22 Causes a shock wave of electricity.
It may hit the caster,
so hopefully they have
Shock Resistance
10 Fatigue
Works Underwater
75% Casting Time
Range: 2 Squares
AOE: 6 Squares
9 AN Shock DMG (+1 per )
Cold Blast water 22 A close-range chill bomb.
This is not a Pokémon move,
or at least I think it isn't.
20 Fatigue
75% Casting Time
Range: 7 Squares (+1 per )
AOE: 3 Squares
12 AP Cold DMG (+2 per )
Also: Cold Shock
Frost Clouds (Level 2)
Rust Mist earth 22water 11 Creates corrosive clouds.
This only affects iron things.
Does it affect Siege Golems?
Probably not.
30 Fatigue
75% Casting Time
Range: 30 Squares
AOE: 9 Squares (+1 per )
Rust Clouds
Solar Rays astral 22 Prompts the Sun to laser someone.
No one looks right into the beam,
but the Undead will be seriously hurt anyway.
Underground? Fear not!
Some fellas count as Suns,
thus emitting their own sunlight!
Requires a Sun
20 Fatigue
75% Casting Time
Range: 40 Squares (+5 per )
Sure Hit
AOE: 1 Square
Undead only
14 AN Magic DMG (+1 per )
Web nature 11 Shoots webs, a la Spider Man.
These things are like nets!
Once created, the webs are
not magical, so the Ethereal
can just ignore them.
20 Fatigue
Works Underwater
75% Casting Time
Range: 25 Squares (+2 per )
+2 Precision
AOE: 3 Squares
Webbing
S = ( Size - 3) / 4
T = ( STR - 14) / 20
S% chance to negate
T% chance to negate
Nonmagical Entrapment
STR vs. 22 to break out
Warrior Illusion glamour 11 Creates LIFE!
(It's fake, but still.)
This silly fella does fake damage
and will eventually fool the target
into thinking they're dead.
10 Fatigue
Works Underwater
75% Casting Time
Range: 5 Squares
Warrior Illusion x1
Ephemeral Bolt glamour 22 What D&D would call a
"Shadow" Evocation, despite its
bright blue appearance (for spectators).
The effect is in the eye of the beholder.
10 Fatigue
Works Underwater
75% Casting Time
Range: 35 Squares (+5 per )
+2 Precision
AOE: 1 Square
Base Penetration: 11 ()
4 False Magic DMG (+1 per )

Evo 3

Spell Req Effect Stats
Fireball fire 22 "The hallmark of Fire magic."
Far stronger than in Dominions 5,
this spell's splash damage brushes
adjacent squares.
20 Fatigue
75% Casting Time
Range: 35 Squares (+5 per )
16 AP Fire DMG (+2 per )
Also: Heat Shock
AOE: 8 Squares
Heat Clouds (Level 1)
Also Also: Area Flames
6 AP Fire DMG
Storm Wind air 22 FWOOSH!
This doesn't scale in power,
but it does scale in area.
10 Fatigue
75% Casting Time
Range: 40 Squares (+5 per )
+3 Precision
AOE: 8 Squares (+2 per )
Nonmagical Stun
S = ( Size - 3) / 4
T = ( STR - 14) / 20
S% chance to negate
T% chance to negate
Stunned (1 rnd. of helplessness)
Also: Minor Blunt Damage
8 Blunt DMG (nonmagical)
Acid Bolt water 22fire 11 An acid ball.
As with Acid Spray,
this stuff splashes all over the place.
30 Fatigue
75% Casting Time
Range: 35 Squares (+5 per )
AOE: 1 Square
16 AP Acid DMG (+1 per )
Also: Acid Splash
AOE: 8 Squares
6 AP Acid DMG
Rain water 33
1watergem
A battlefield enchantment.
This makes it Rain!
(Or Snow, if it's Cold.)
It presumably does this by
knocking water out of the sky.
100 Fatigue
Impossible in Caves
May already be in effect
200% Casting Time
Battlefield Enchantment (Neutral)
Doubles Flying Encumbrance
Douses Burning units
Clouds dissipate 25% faster
In Heat0+:
Primarily-Fire spells that
can't be cast Underwater
cost 50% more Fatigue
Freezing Mist water 33air 11 Blankets the field in chilliness.
In Dominions 5,
Niefelheim would use this a bunch;
now they don't have Air, though,
since Air would negate their
Shock Vulnerability.
20 Fatigue
75% Casting Time
Range: 30 Squares
AOE: 10 Squares (+1 per )
Frost Clouds (Level 4)
Magma Bolts earth 11fire 11 Fires a menagerie of magma.
The air hardens the lava,
but it won't make it completely cool!
20 Fatigue
75% Casting Time
Range: 30 Squares (+5 per )
5 Projectiles
+2 Precision
AOE: One Target
25 Blunt DMG (+2 per )
On Hit: Burning
Burns (temp. 1dSize DMG per round)
Arcane Probing astral 11
3astralpearl
Site-Searching for Astral magic.
It's Astral Projection, yes,
but there's no risk of being magic-banned.
Ritual
Works Underwater
Range: 4 Provinces (Friendly)
Site-Searching ()
Magic Duel astral 11
1astralpearl
A duel in the Astral Planes.
It's over in a moment;
either one or both contenders die.
The only solace is that the soul/mind
returns to this world beforehand,
preventing a Soul-Slaying.
100 Fatigue
Works Underwater
Mindless cannot cast
125% Casting Time
Infinite Range
Sure Hit
AOE: One Target
Mindless negates
Target must have at least astral 11
Magic Duel
A = Caster's Astral Lv. minus pathboosts
X = A + 1d6 (no drn)
B = Target's Astral Lv. minus pathboosts
Y = B + 1d6 (no drn)
If X ≥ Y, Instakill Target
If X ≤ Y, Instakill Caster
Healing Light astral 11nature 11 Rare "White Magic" in Evocation.
Of all the targeted healing spells,
this has the longest range.
Fellas tend to misuse it, though…
20 Fatigue
75% Casting Time
Range: 30 Squares (+5 per )
Sure Hit
AOE: 1 Square
Mindless negates
Undead negates
Inanimate negates
15 pts. of Healing
Shadow Bolt death 22 A fearsome attack spell.
It doesn't cause Fear,
but even the sharpest mind
can't comprehend the darkness
entirely… Yes, only dark forces
withstand this spell perfectly.
20 Fatigue
Works Underwater
75% Casting Time
Range: 35 Squares (+5 per )
+3 Precision
AOE: 1 Square
Base Penetration: 11 ()
Undead negates
7 AN Magic DMG (+1 per )
MR only halves DMG taken
Also: Minor Paralysis
Base Penetration: 11 ()
Undead negates
5 AN Paralysis DMG
Poison Darts nature 11 Magic missiles of poison.
The up-front damage? Low.
The effects? Potentially serious.
The number of shots? Very high…
20 Fatigue
75% Casting Time
Range: 30 Squares (+5 per )
5 Projectiles (+4 per )
+3 Precision
AOE: One Target
9 AP Pierce DMG (capped)
On DMG: Minor Poison
5 AN Poison DMG
False Fire glamour 11fire 11 A "Shadow" version of Fireball,
by Dungeons-&-Dragons standards.
It conforms to Fire's shortcomings,
but it gets Fireball's perks!
20 Fatigue
75% Casting Time
Range: 30 Squares (+5 per )
+1 Precision
AOE: 1 Square
Base Penetration: 11 ()
14 AP False Fire DMG (+2 per )
Also: Lingering Shimmer
AOE: 8 Squares
Shimmering Light (Level 1)
Also Also: Area False Flames
Base Penetration: 11 ()
8 AP False Fire DMG
Elf Shot glamour 11nature 11 Sprites loose these.
They inflict Fatigue instead of damage,
but it's a ton of Fatigue.
20 Fatigue
50% Casting Time
Range: 30 Squares (+5 per )
+4 Precision
AOE: One Target
Base Penetration: 11 ()
100 AN Magic FAT (+50 per )
Dance of Ephemeral Swords glamour 22 Summons three swords to orbit you;
these are fake, of course,
but who cares? As long as one
Glamour mage is on your side,
they'll rack up cuts.
10 Fatigue
Works Underwater
100% Casting Time
3 Extra Attacks per Round
(Bonus Weapons)
MR vs. 11 negates ()
1 AN False Magic DMG (no STR)
Cloud of Dreamless Slumber glamour 22air 11 A cloud of Ambien.
How long do fellas sleep?
Until they're damaged, of course;
if the cloud's still around, though,
they might just fall back to bed.
20 Fatigue
Works Underwater
100% Casting Time
Range: 30 Squares
+3 Precision
AOE: 3 Squares (+1 per )
Sleep Clouds (Level 4)
(The Mod Inspector says +1 per )

Evo 4

Spell Req Effect Stats
Breath of the Desert fire 33air 11
5firegem
A provincial attack ritual.
(Also known as a war crime.)
Need Heat?
Just cast this!
Just be aware that it isn't victimless.
Ritual
Range: 5 Provinces
Seas are immune
Scorching Wind
"Anonymous"
Max. 1/province/turn
+Heat3 (Scale Dump)
5% Popkill
Fire Cloud fire 33air 11 A volcanic cloud.
It does Fire damage;
though, after a few turns,
it'll only cause Fatigue.
20 Fatigue
75% Casting Time
Range: 30 Squares
+1 Precision
AOE: 8 Squares (+1 per )
Heat Clouds (Level 4)
Fate of Oedipus fire 44
75firegem
A counter to a specific Global Enchantment.
It punishes hubris,
luring The Eyes of God to the caster,
and then flashing brightly enough
to screw up their retinas.
Ritual
Local
Works Underwater
Ends The Eyes of God
Blinds whoever was upholding it
Hurricane air 33
5airgem
A provincial attack ritual.
Inspires MASS HYSTERIA
with a giant storm.
Why is it called Hurricane?
Because Illwinter is on the Atlantic.
Ritual
Range: 5 Provinces
Seas are immune
Caves are immune
Hurricane
"Anonymous"
Max. 1/province/turn
+15 Unrest
3% Popkill
Thunder Strike air 33 A favorite of Air nations.
This calls down a real lightning bolt
on the enemy army.
The trembling aftermath impacts a vast area.
50 Fatigue
75% Casting Time
Infinite Range
-2 Precision
Deviates by another square
in a random direction
AOE: 1 Square
26 AN Shock DMG (+2 per )
Also: Thunder Shock
AOE: 10 Squares
2 AN Shock DMG
Acid Rain water 33fire 11 The bane of iron and flesh.
Formerly a regular area spell,
Dominions 6 makes it come from the heavens,
giving it a slight delay.
30 Fatigue
75% Casting Time
Range: 30 Squares
-1 Precision
Slight delay
Deviates by another square
in a random direction
AOE: 6 Squares (+1 per )
12 AP Acid DMG
Two Rust Attempts
Blade Wind earth 33 A somewhat ludicrous spell.
Creates fifty spinning blades,
and fires them forward.
The blades are made of iron,
of course.
80 Fatigue
75% Casting Time
Range: 35 Squares (+5 per )
50 Projectiles (+3 per )
AOE: One Target
14 Slash DMG (nonmagical)
(Iron)
Nether Bolt astral 11death 11 Oddly polarized energy.
It gets through most Magic Resistance.
Even if it doesn't,
the mere exposure might
break the target's mind.
Fortunately, armor blocks some of it.
15 Fatigue
Works Underwater
75% Casting Time
Range: 35 Squares (+5 per )
+2 Precision
AOE: 1 Square
Base Penetration: 15 ()
20 AP Magic DMG (+1 per )
Also: Area Feeblemind
Base Penetration: 11 ()
Feebleminded (Severed from Magic)
Bane Fire Dart death 11fire 11 Bane Fire is serious business.
Even if it misses,
its odd "heat" may ignite your life force
and make you age like a leaf.
20 Fatigue
75% Casting Time
Range: 30 Squares (+5 per )
+4 Precision
AOE: One Target
15 AP Magic DMG (+1 per )
Also: Area Decay
AOE: 1 Square
Base Penetration: 11 ()
Decaying (+5 Years/round)
Bolt of Unlife death 22 Kicks-and-replaces souls.
The resulting Soulless Warrior
will match the target's body,
with HP equal to the overkill.
30 Fatigue
Works Underwater
75% Casting Time
Range: 30 Squares (+1 per )
+1 Precision
AOE: 1 Square
Base Penetration: 11 ()
Mindless negates
Undead negates
15 AN Unlife DMG (+1 per )
Breath of the Dragon nature 22 Vomit on a large area!
The spell provides the vomit.
Is this acidic?
No, it's just nasty.
20 Fatigue
75% Casting Time
Range: 20 Squares (+5 per )
-1 Precision
AOE: 4 Squares (+1 per )
7 AN Poison DMG (+2 per )
Ephemeral Blast glamour 33 A better blast of fakeness.
It does decent (fake) damage
with a wide area.
10 Fatigue
Works Underwater
75% Casting Time
Range: 40 Squares (+5 per )
+2 Precision
AOE: 4 Squares (+1 per )
Base Penetration: 11 ()
7 False Magic DMG (+2 per )
Ghost Wolves glamour 33 Creates TWO Illusions!
That means it takes
twice as many hits
to break this spell!
10 Fatigue
Works Underwater
75% Casting Time
Range: 5 Squares
Wolf Illusion x2

Evo 5

Spell Req Effect Stats
Falling Fires fire 33 Makes fire rain from the heavens.
This napalming takes a bit,
due to the logistics of
creating so much stuff,
so far away.
20 Fatigue
125% Casting Time
Range: 50 Squares
-3 Precision
Slight delay
Deviates by another square
in a random direction

AOE: 6 Squares (+1 per )
15 AP Fire DMG
Also: Heat Shock
Heat Clouds (Level 1)
Hidden Flame fire 33astral 11 Xenophobic magic;
if it's a Magic Being,
of this world or another,
this'll roast them.
Mere proximity might harm your soul,
due to it, too, being from elsewhere.
20 Fatigue
75% Casting Time
Range: 40 Squares (+5 per )
AOE: 1 Square
Base Penetration: 11 ()
Magic Beings only
25 AN Fire DMG (+3 per )
MR only halves DMG taken
Also: Astral Conflagration
AOE: 9 Squares
Base Penetration: 11 ()
Mindless negates
1 AN Magic DMG
Fires from Afar fire 44
10firegem
A remote attack spell.
Each gem splits into two fireballs,
which the caster launches somewhere else.
The fires dawdle a bit and swing about,
so foes won't know who sent them.
On the other hand, how many
nations have fire 44?
(This spell lacks an instant replay.
You can have Scouts watch, though.)
Ritual
Range: 3 Provinces (Enemy)
Seas are immune
Caves are immune
The Attack:
20 Projectiles
Slight delay
AOE: 1 Square (each)
20 AP Fire DMG (+2 per )
Also: Lingering Heat
AOE: 16 Squares (each) FIXME
Heat Clouds (Level 2)
Also: Large Area Heat Stun
AOE: 10 Squares (each)
(centered on Projectiles)
10 AN Fire FAT (+2 per )
(Listed as Independent)
Orb Lightning air 22 Balled lightning, to be chucked.
It hits one fella at a time;
then it jumps to an adjacent one,
and then it might swing back around.
Did you miss?
No problem; as long as someone is
in that square or an adjacent one,
you lose only one of the eight hits!
20 Fatigue
Works Underwater
75% Casting Time
Range: 20 Squares
AOE: One Target
Bounces 7 Times
(Bounce Range: 1 Square)
5 AN Shock DMG
Also hits the mount/rider
Falling Frost water 33 That Ice Storm spell from D&D;
it was once more like Sleet Storm,
before Illwinter made it Armor-Piercing.
Still, the Protection needed
to shrug this off isn't that out-of-reach…
20 Fatigue
125% Casting Time
Range: 50 Squares
-2 Precision
Slight delay
Deviates by another square
in a random direction

AOE: 10 Squares (+1 per )
10 AP Cold DMG (+1 per )
Also: Cold Shock
Frost Clouds (Level 2)
Gifts from Heaven earth 33astral 11 Calls an "airstrike" from Space.
Whether the meteors are made by you,
or whether they're sent in response
to a perfectly-performed signal,
doesn't matter nearly as much
as the effect these things have.
Some Titans, high on their size,
cast this at close range.
50 Fatigue
Impossible in Caves
75% Casting Time
Infinite Range
Three Effects (AOE)
-3 Precision
Slight delay
Deviates by another square
in a random direction

AOE: 1 Square
150 Blunt DMG
Also: Area Fire
(One per Meteor)
AOE: 8 Squares
10 AP Fire DMG
Earthquake earth 44
3earthgem
Upsets the Earth itself.
The result is calamitous to the average fella,
though Caelum would laugh at it.
In caves, bits of the ceiling come off
and may hit the otherwise-immune.
Either way, the Earth's aftershock
can even trip up ghosts.
A little trivia:
if a feller is mounted, only their mount
is affected by the floor-screwing effects;
both are affected by the ceiling troubles.
The same's true for Trample,
possibly due to it using the same roll.
300 Fatigue
200% Casting Time
100% Battlefield Spell (Neutral)
DEF vs. 3d6 negates (Exploding, No Parry)
Floating negates
Flying negates
8 AP Nonmagical DMG
In Caves: Stalactites
Targets a random 10% of the battlefield
DEF vs. 3d6 negates (Exploding, No Parry)
20 AP Nonmagical DMG
Either Way: Knockdown
100% Battlefield Spell (Neutral)
DEF vs. 3d6 negates (Exploding, No Parry)
Floating negates
Flying negates
Stunned (1 rnd. helplessness)
Stellar Cascades astral 22 Stellar radiation poisoning.
It once disregarded armor,
before Illwinter saw its abuse by Illithids
and made it more like a sunburn.
This was the first spell to only partially
care about Magic Resistance.
20 Fatigue
75% Casting Time
Range: 35 Squares
Sure Hit
AOE: 7 Squares
Base Penetration: 11 ()
25 AP Magic FAT
MR only halves FAT taken
Astral Geyser astral 33 Punctures the Veil, for a bit.
Who knows what may peek
through the hole?
You're better off not being seen.
Unusual magic diffuses through the hole
and causes notable discomfort.
20 Fatigue
Works Underwater
75% Casting Time
Range: 50 Squares (+5 per )
AOE: 1 Square
Base Penetration: 11 ()
Mindless negates
Horror Marks Targets Twice
Also: Astral Geyser Blast
AOE: 10 Squares
Base Penetration: 11 ()
2 AN Magic DMG
Shadow Blast death 22
1deathgem
For 1deathgem, you can do
at least 4 whole damage
with a large blob of shadow.
And that's just the unresistable part!
(Granted, the Undead resist, but still.)
100 Fatigue
Works Underwater
125% Casting TIme
Range: 35 Squares (+5 per )
AOE: 9 Squares (+1 per )
Base Penetration: 11 ()
Undead negates
8 AN Magic DMG (+1 per )
MR only halves DMG taken
Also: Minor Paralysis
Base Penetration: 11 ()
Undead negates
5 AN Paralysis DMG
Poison Arrows nature 22 Creates magic arrows;
I suppose that,
them being mostly wood and all,
this isn't beyond Nature's bounds.
The arrows are coated in poison.
20 Fatigue
75% Casting Time
Range: 35 Squares (+5 per )
3 Projectiles (+2 per )
+3 Precision
AOE: One Target
15 Pierce DMG (+1 per )
On DMG: Minor Poison
5 AN Poison DMG
Poison Cloud nature 33air 11 Fills the air/water with nasty stuff
that doesn't belong in the body.
Who can cast this?
Well, they're mostly Early nymphs.
Therodian singers, for example.
20 Fatigue
Works Underwater
75% Casting Time
Range: 30 Squares
-1 Precision
AOE: 6 Squares (+1 per )
Poison Clouds (Level 3)
Illusory Army glamour 33
1glamourgem
An illusory squad.
In Conjuration, 1glamourgem gets you
only two men of your dreams!
Those guys are more real, however.
100 Fatigue
Works Underwater
125% Casting Time
Range: 3 Squares (+1 per )
Warrior Illusion x20 (+5 per )
Project Self glamour 33astral 11
5glamourgem
Work an attack from home!
This sends an Illusion of the caster
to a far-off enemy land,
for some trolling.
If they win? Neat!
The Ethereal 1-HP fella
that supposedly looks like you
won't stick around, however.
Ritual
Works Underwater
Range: 5 Provinces (Enemy)
Projection Commander x1
It has your Magic levels,
including pathboosts,
but no items or gems.
It's considered a combat summon.

Evo 6

Spell Req Effect Stats
Flame Eruption fire 22 This must be the third iteration
of Burning Hands.
The range increase for overcasting
is pretty relevant here,
reducing the chance of self-harm.
30 Fatigue
75% Casting Time
Range: 7 Squares (+1 per )
AOE: 15 Squares
13 AP Fire DMG (+1 per )
Wrathful Skies air 55
2airgem
A Battlefield Enchantment.
Angers the sky.
If a Storm or Blizzard
is in play, the "wrath bombs"
get more frequent.
200 Fatigue
225% Casting Time
Battlefield Enchantment (Neutral)
Just Under 24 times a Round:
Affects a random 0.3% of the battlefield
(Doubled in a Storm/Blizzard)
15 AN Shock DMG
Perpetual Storm air 55
70airgem
A Global Enchantment.
REALLY angers the sky.
Who benefits? Air Mages.
Who suffers? Everyone else, really.
Outside of battle,
even Air Mages can get annoyed.
Global Enchantment
Works Underwater
Seas are immune
Caves are immune
-20% Income
Out-of-Battle Storm
+1 to Half-Step Movement Costs
Bans Crossing Mountains
Bans Sailing
Bans Flying
(Storm Immunity allows Flying)
Blocks Seeking Arrow (75% chance)
Blocks Fires from Afar (25% chance)
Blocks Murdering Winter (25% chance)
Blocks Flames from the Sky (25% chance)
In Battle Storm
Changes Weather (based on Temperature)
Halves base PREC
Interrupts 50% of Projectiles
(but only nonmagical ones)
Clouds Dissipate another 75% faster
Bans Flying
(Storm Immunity allows Flying)
Cleansing Water water 22 A rare water-making Evocation.
This one makes HOLY water!
The force doesn't matter
nearly as much
as the holiness & quantity.
20 Fatigue
75% Casting Time
Range: 30 Squares (+5 per )
AOE: 5 Squares (+1 per )
Undead only
Demons only
(either one works, they don't need both)
5 AN Magic DMG (+1 per )
Magma Eruption earth 22fire 22 A little volcanic action.
Well, "little" understates
both the strain
and the damage done…
50 Fatigue
Works Underwater
75% Casting Time
Range: 30 Squares
AOE: 6 Squares (+1 per )
22 Blunt DMG
Also: Lingering Heat
Heat Clouds (Level 4)
Mind Hunt astral 44
2astralpearl
Malicious Astral Projection.
How can this be malicious?
Well, with Thaumaturgy,
a remote mind can fight!

For reference:
Soul Slay instakills!
It requires Thaumaturgy 5.
Mind Burn does ~13 damage.
It requires Thaumaturgy 2.
Ritual
Works Underwater
Mindless cannot cast
Range: 6 Provinces
Detection Risk:
Each Local Mage Searches
S = (Astral Lv. x 40) - 20
S% chance to Feeblemind caster
If Not Caught: Commander-Hunting
Picks a random hostile Commander
(Can find Hiding fellas)
(Can find Glamoured fellas)
(Can't find Mindless fellas)
Results depend on Known Spells
If Soul Slay is known, cast that;
otherwise, if Mind Burn is known, cast that;
otherwise, leave them be.
Astral Fires astral 44fire 11 These fires burn the essence of things.
The blaze is huge
and very strong in the center.
It doesn't scale much with skill,
beyond the difficulty to resist.
20 Fatigue
Works Underwater
Range: 45 Squares (+5 per )
Sure Hit
AOE: 1 Square
Base Penetration: 15 ()
10 AN Magic DMG
Also: Astral Fires Area
AOE: 6 Squares
Base Penetration: 11 ()
10 AN Magic DMG
The Wrath of God astral 55air 33
70astralpearl
A Global Enchantment.
Orders to the sky to
smite your foes for you.
The sky can't get everyone,
at least in a single turn.
It prefers the disorderly,
and heathens in lands
that follow your faith.
Global Enchantment
Works Underwater
Seas are immune
Caves are immune
For Each Hostile Unit:
Samples local Dominion & Scales
W = 2 + 2 x Dominion + Turmoil
(Or 1, whichever's higher)
W% Chance of Smiting
9 AN Shock DMG
Blast of Unlife death 33 Why cast this?
It's 25% better,
and with a 100% bigger AOE,
than the alternative!
Why does this spell exist?
Because full AOE-scaling
would be too scary for foes.
20 Fatigue
Works Underwater
75% Casting Time
Range: 30 Squares (+1 per )
AOE: 2 Squares
Base Penetration: 11 ()
Mindless negates
Undead negates
20 AN Unlife DMG (+1 per )
Bane Fire death 33fire 11 One of the best attack spells.
There isn't much of a contest,
unless you need a vast area nailed.
Few nations have Fire/Death, though.
20 Fatigue
Works Underwater
75% Casting Time
Range: 45 Squares (+5 per )
+1 Precision
AOE: 1 Square
55 AP Magic DMG (+1 per )
Also: Bane Flame Area
AOE: 8 Squares
8 AP Magic DMG
Also: Large Area Decay
AOE: 10 Squares FIXME
Base Penetration: 11 ()
Decaying (+5 Years/round)
Stream of Life nature 33 Too much of a good thing.
It's tough to reach that amount;
there's a decent chance that the target
is just turned into Doomguy instead,
though that will also derail mages.
If it's any solace,
messing up with this
can only backfire once,
unless you time your other attempts
badly.
20 Fatigue
Works Underwater
75% Casting Time
Range: 40 Squares (+5 per )
+2 Precision
AOE: 1 Square
Base Penetration: 11 ()
Undead negates
Inanimate negates
Overload
X = 40 (+5 per )
999 pts. of Healing
Extra Strength (+4 STR)
Gone Berserk (Unflinching Charge)
Instakill (X% chance)
False Horror glamour 33 Makes a scary guy,
one of the scariest guys
imaginable…
or, well, one of the scariest
Size-4 guys imaginable.
Unlike most combat summons,
it'll run the ones instantly,
thanks to its Blinking.
10 Fatigue
Works Underwater
75% Casting Time
Range: Closest Square
False Horror x1

Evo 7

Spell Req Effect Stats
Fire Storm fire 55
3firegem
A Battlefield Enchantment.
Sets the field on fire.
(Or rains fire; one of those.)
The flames are bright and bountiful enough
to diminish darkness.
300 Fatigue
250% Casting Time
Battlefield Enchantment (Neutral)
Reduces Darkness by 1
Just under 24 Times a Round:
Affects a random 3% of the battlefield
AOE: 15 Squares
6 AP Fire DMG
Elemental Opposition of Water fire 55
60firegem
Projects Fire into the Astral Plane.
Does it ignite the atmosphere?
Fortunately not;
it just undoes Water globals.
Ritual
Works Underwater
Local
Attempts to Dispel
ALL Global Enchantments at once,
if Water is their primary path
Thunderstorm air 44
30airgem
A remote attack spell.
Makes a very angry cloud,
who Thunder Strikes an army
a ludicrous number of times.
This is anonymous, technically,
but air 44 isn't exactly common…
(Due to the change mentioned
in Fires from Afar above,
you get to watch.)

FIXME This is based on
Modinspector data.
Ritual
Range: 3 Provinces (Enemy)
Seas are immune
Caves are immune
The Attack:
40 Thunder Strikes (+5 per )
AOE: 1 Square (each)
28 AN Shock DMG (+2 per )
Also: Thunder Shock
AOE: 10 Squares (each)
2 AN Shock DMG
(Listed as Independent)
Elemental Opposition of Earth air 55
60airgem
Projects Air into the Astral Plane.
This undoes Earth globals,
though you'll probably need
a hefty overcast.
Ritual
Works Underwater
Local
Attempts to Dispel
ALL Global Enchantments at once,
if Earth is their primary path
Ice Strike water 22 A big ball of ice,
which shatters into giant knives
upon hitting the ground.
Many consider it a funny spell.
20 Fatigue
75% Casting Time
Range: 30 Squares
+1 Precision
AOE: 4 Squares (+2 per )
18 Slash DMG
Also: Cold Shock
Frost Clouds (Level 2)
Acid Storm water 44fire 11
3watergem
A Battlefield Enchantment.
ACID RAIN!
SOME STAY DRY
WHILE OTHERS FEEL THE PAIN!
Odds are that this will
affect mages the most.
300 Fatigue
250% Casting Time
Battlefield Enchantment (Neutral)
Just under 24 Times a Round:
Affects a random 3% of the battlefield
4 AN Acid DMG
Elemental Opposition of Fire water 55
60watergem
Projects Water into the Astral Plane.
Does this make it rain?
Fortunately not;
it just undoes Fire globals.
Ritual
Works Underwater
Local
Attempts to Dispel
ALL Global Enchantments at once,
if Fire is their primary path
Murdering Winter water 55
40watergem
A remote attack spell.
Gives an army a hard month.
This spell is horrifying
for huge armies of humans,
at least in Cold Scales.
NOTE: Assumes Dominions 5
rules still apply.
Ritual
Range: 4 Provinces (Enemy)
Seas are immune
Heat3+ provinces are immune
The Attack:
Baleful Blizzard
"Anonymous"
Max. 1/province/turn
Samples local terrain & Scales
D = (4 + Cold) x 2
In Caves, divide D by 2
Affects 75% of Local Units
(D) AN Cold DMG
Commanders take (D - 3) instead
Rain of Stones earth 33air 11
1earthgem
A Battlefield Enchantment.
Makes it rain rocks.
This is more accurate
than most Battlefield Enchantments,
but the rocks are small, so they might
fall in between fellas.
Those without helmets will be
in for a rude awakening.
100 Fatigue
200% Casting Time
Battlefield Enchantment (Neutral)
Just under 24 Times a Round:
Targets a random 1% of the battlefield
with One Projectile each
AOE: One Target
5 nonmagical Blunt DMG (capped)
Also Just under 24 Times a Round:
Targets a random 10% of unit-filled squares
with One Projectile each
AOE: One Target
5 nonmagical Blunt DMG
All rocks will aim for the Head
Elemental Opposition of Air earth 55
60earthgem
Projects Earth into the Astral Plane.
This undoes Air globals,
though you'll probably need
a hefty overcast.
To be clear, only overcasts count
in Dispel checks.
Ritual
Works Underwater
Local
Attempts to Dispel
ALL Global Enchantments at once,
if Air is their primary path
Nether Darts astral 11death 11 If you want to cause damage,
you might prefer Nether Bolt instead.
However, if you want to break minds,
this is a more-sure bet.
15 Fatigue
Works Underwater
75% Casting Time
Range: 30 Squares (+5 per )
15 Projectiles (+1 per )
AOE: One Target
Base Penetration: 15 ()
15 AP Magic DMG (+1 per )
Also: Area Feeblemind
AOE: 1 Square (each)
Base Penetration: 11 ()
Feebleminded (Severed from Magic)
Stygian Rains death 33water 22
2deathgem
A Battlefield Enchantment.
Everyone gets protection!
(Not against magic, though,
so some nations get more out of this
than others.)
200 Fatigue
175% Casting Time
100% Battlefield Spell (Neutral)
Inanimate negates
Stygian Invulnerability
(Min. 15 Mundane NAT PROT)
Also casts Rain for free
Cloud of Death death 44air 11 One really dangerous cloud.
Those who can leave it, should!
But will they be able to?
20 Fatigue
75% Casting Time
Range: 30 Squares
-3 Precision
AOE: 15 Squares (+2 per )
Death Clouds
Wind of Death death 44air 11
1deathgem
Skin-ruining winds.
It won't affect everyone,
and you certainly don't want it to affect
the caster…
If the caster has more years left
than their foes, however,
you could win through attrition.
100 Fatigue
200% Casting Time
100% Battlefield Spell (Neutral)
Base Penetration: 7 ()
Decaying (+5 Years/round)
Storm of Thorns nature 22 A shotgun blast of Vine Arrows.
If you're going to entangle fellas,
why not entangle many at once?
20 Fatigue
75% Casting Time
Range: 35 Squares (+5 per )
10 Projectiles (+2 per )
AOE: One Target
15 Pierce DMG (+1 per )
On Hit: Entanglement
V = 19 + Growth
(In Forests, add 1)
(In Wastes, subtract 1)
Nonmagical Entrapment
STR vs. V to break out
Poison Mist nature 33air 11 Wide-AOE nastiness.
It's a bit draining,
but the foes will feel it more.
40 Fatigue
Works Underwater
75% Casting Time
Range: 30 Squares
-1 Precision
AOE: 15 Squares (+3 per )
Poison Clouds
Miasma nature 44
25naturegem
A remote attack spell.
Stirs swamps.
(Or Drip Caves.)
The foulness within,
mud sweat or whatnot,
will cause some problems,
as long as the foes aren't Nature Mages
who can apply Poison Resistance.
(You get to watch, of course.)
Ritual
Range: 4 Provinces (Enemy)
Swamps or Drip Caves ONLY
The Attack:
AOE: 150 Squares (FIXME)
Poison Clouds (Level 5, +1 per )
(Levels over 7 merely spread the cloud)
(Listed as Independent)
Illusory Attack glamour 44
8glamourgem
A remote attack spell!
Prank fellas you dislike
with a fake army, complete with
fake archers firing fake arrows.
Two Illusions will be strong enough
to make their subordinates seem real,
at least until the battle ends.
This is technically anonymous,
but who has glamour 44?
Ritual
Works Underwater
Range: 4 Provinces
Warrior Illusion x55 (+10 per )
Archer Illusion x40
Captain Illusion Commander x2
(Independent, lasts only one battle/phase)
Wailing Winds glamour 44air 11
2glamourgem
A Battlefield Enchantment.
Scary sounds!
True Sight doesn't stop sounds!
The fear damage is somewhat low, though.
FIXME (Or does the yellow text
mean "Type 1 Fear"?)
200 Fatigue
225% Casting Time
Battlefield Enchantment (Enemy)
Just under 24 Times a Round:
Affects a random 5% of the battlefield
Morale negates
1 Fear "DMG"
Shimmering Fields glamour 55
2glamourgem
Once a ludicrous EMP,
Shimmering Fields is now a false nuke.
Hopefully you don't nuke yourself!
You'll probably nuke your frontlines;
the AOE is just that vast.
200 Fatigue
Works Underwater
150% Casting Time
Range: 25 Squares
AOE: 50 Squares
Base Penetration: 11 ()
9 False Magic DMG (+1 per )
Also: Lingering Shimmer
Shimmering Light (Level 1)

Evo 8

Spell Req Effect Stats
Pillar of Fire fire 22 An Old Testament spell!
This'll even hurt pure Abysians,
if they're not too armored!
20 Fatigue
75% Casting Time
Infinite Range
AOE: 1 Square
35 AP Fire DMG (+3 per )
Also: Lingering Heat
AOE: 10 Squares
Heat Clouds (Level 2)
Second Sun fire 88
80firegem
A Global Enchantment.
Another sun!
What could possibly
go wrong with this?
It's a funny way
to negate other Globals,
at least.
Global Enchantment
Impossible in Deep Seas
(Works Underwater otherwise)
Impossible in Caves
Night never Happens
Bans Solar Eclipse
Bans Twilight
Bans Nightfall
Negates Utterdark
Negates Eternal Twilight
Negates Blood Moon
Lifts Theft of the Sun's
bad effects

In Caves:
+Heat1 (Adjusts the Base)
FIXME In Deep Seas, too?
Elsewhere:
+Heat2/turn (Adjusts the Base)
Doubles Sun Awe
Chain Lightning air 33 The old Chain Lightning?
Multiple streaks.
The new one? A single chain.
Much more accurate.
30 Fatigue
Works Underwater
75% Casting Time
Range: 25 Squares
AOE: One Target
Bounces 20 Times
(Bounce Range: 1 Square)
6 AN Shock DMG (+1 per )
Also hits the mount/rider
Maelstrom water 66
80watergem
A provincial Global Enchantment.
Does it create Charybdis?
Or does it just awaken her?
This is best left
up to interpretation.
Don't question the ethics
of your Gem Generator!
Global Enchantment (Local)
Underwater ONLY
From the Whirlpool:
15watergem/turn
5astralpearl/turn
3airgem/turn
1firegem1earthgem1deathgem1naturegem1glamourgem/turn
Meteor Shower earth 55astral 44
3earthgem
A Battlefield Enchantment.
I'd recommend Fire Resistance,
at the very least…
Or better yet, 300 HP.
(See Gifts from Heaven.)
300 Fatigue
Impossible in Caves
250% Casting Time
Battlefield Enchantment (Neutral)
Just under 24 Times per Round:
Drops up to 5 Meteors,
each on a random square

(Each has a 15% chance to drop.)
Astral Tempest astral 55
2astralpearl
A Battlefield Enchantment.
Upsets astral space.
The Mindless will be fine.
Everyone else?
Well, their souls will feel tugged
at inopportune times.
200 Fatigue
Works Underwater
225% Casting Time
Battlefield Enchantment (Neutral)
Just under 24 Times a Round:
Affects a random 2% of the battlefield
MR vs. 11 negates ()
Mindless negates
1 AN Magic DMG
Also Just under 24 Times a Round:
Affects a random 4% of the battlefield
MR vs. 11 negates ()
Mindless negates
Interrupts Spellcasting
Vortex of Unlife death 55 Oh, there we go.
There's the AOE-scaling.
How horrifying.
20 Fatigue
Works Underwater
75% Casting Time
Range: 30 Squares (+2 per )
AOE: 8 Squares (+1 per )
Base Penetration: 11 ()
Mindless negates
Undead negates
16 AN Unlife DMG (+1 per )
Aurora Borealis glamour 55astral 11
2glamourgem
A Battlefield Enchantment.
Pretty lights!
The Sun cannot
be out for this.
You can either settle for Twilight,
or go to Nightfall
for the full unbridled effect.
200 Fatigue
Impossible in Caves
225% Casting Time
Battlefield Enchantment (Enemies)
Only works in Twilight
or similar Darkness

MR vs. 11 negates ()
- Twilight makes MR negate vs. 7
Mindless negates
Periodic Stunning

Evo 9

In standard games, you research the following spells one at a time (though in any order).

Spell Req Effect Stats
Volcanic Eruption fire 44earth 33
25firegem
A provincial attack spell.
Pompeii's a place.
This is much, much
more destructive than the spell describes.
If anything, the spell description
should get someone sued.
You can even hit a province with it
more than once in a turn…
Ritual
Range: 6 Provinces (Enemy)
Capitals are immune
Volcanic Eruption
"Anonymous"
+Heat2 (Scale Dump)
Destroys the Lab
Destroys the Temple
+125 Unrest
30% Popkill
Flames from the Sky fire 55
30firegem
A remote attack spell.
Rains fire and fireballs
on the enemy army.
It'll hit when no one expects it,
while everyone's spread out in little camps.
Mages will still have a chance
to apply Fire Resistance
to their friends, however.
You get to watch!
Ritual
Range: 4 Provinces (Enemy)
Seas are immune
Caves are immune
The Attack:
Targets a random 10% of the battlefield
Slight delay
20 AP Fire DMG (+1 per )
Also: Heat Shock
Heat Clouds (Level 2)
Also Also: Large Fireballs
25 Projectiles (AOE)
AOE: 8 Squares
16 AP Fire DMG
(Listed as Independent)
Flame Storm fire 55
1firegem
Flambees an army.
An AOE of 50 can hit 100 Size-5's,
150 Size-3's,
or 250 quite-unlucky goblins.
100 Fatigue
125% Casting Time
Range: 40 Squares (+5 per )
AOE: 50 Squares
15 AP Fire DMG (+2 per )
Also: Heat Shock
Heat Clouds (Level 2)
Lightning Field air 66
1airgem
Knitting with chain lightning.
Each fella in the "field"
gets a lightning thingy,
which bounces around.
Will your computer survive?
Heck, will the caster survive?
100 Fatigue
Works Underwater
125% Casting Time
Range: 30 Squares
AOE: 100 Squares
On Hit: Chain Lightning
AOE: One Target (each)
Bounces 8 Times
(Bounce Range: 1 Square)
1 AN Shock DMG
Also hits the mount/rider
Niefel Flames water 55
1watergem
INVERTED FLAMES OF NIEFELHEIM!
These were Armor-Negating in Dominions 5,
but the AOE was also much smaller
and the cost was higher. Oh well.
100 Fatigue
125% Casting Time
Range: (+5 per )
AOE: 75 Squares (+5 per )
12 AP Cold DMG (+1 per )
Also: Cold Shock
Frost Clouds (Level 2)
Tidal Wave water 55
15watergem
A provincial attack spell.
Upsets the sea, making it bump into
(or sit on) a province.
It only affects Coasts, of course.
Ritual
Works Underwater
Range: 6 Provinces (Enemy)
Coasts ONLY
Tidal Wave
"Anonymous"
+50 Unrest
30% Popkill
Lost Land earth 66water 55
100earthgem
A provincial attack spell.
Busts the crust,
causing a province to sink
into the sea.
Only half of the Population
leaves the province in time!
The same's true for troops
with 10 Map Movement,
if they can't float or fly.

After a while,
Farmers will settle the new province,
unless it has Death3 or Misfortune2.
In Growth3Luck2, 200 arrive;
otherwise, just 100 settle down.
Ritual
Works Underwater
Range: 3 Provinces
Coasts ONLY
Capitals are immune
Mountains are immune
Caves are immune
Sinking Land
50% Emigration
100% Popkill (after emigration)
Province Becomes a Plain Sea
Destroys the Lab
Unit Flight:
For Each Individual Unit:
M = Map Movement x 5
If Floating, make M 100
If Flying, make M 100
If Water-Breathing, make M zero
M% chance to escape
(Same as a Retreat)
Stellar Strike astral 55earth 33
20astralpearl
A remote attack spell.
Puts Astrology to work,
identifying the best time
this month to drill a province with
Gifts from Heaven,
so that it only costs 20astralpearl.
Ritual
Works Underwater
Range: 5 Provinces (Enemy)
Seas are immune
Caves are immune
The Attack:
40 Meteors
Slight delay
AOE: 1 Square (each)
150 Blunt DMG
Also: Area Fire
(One per Meteor)
AOE: 8 Squares (each)
10 AP Fire DMG
Strands of Arcane Power astral 77
70astralpearl
A Global Enchantment.
Connects to the "Mass Mind"
of the Astral Plane,
via the eponymous "strands".
This extends to all within
friendly Dominion, though
the mentally focused may elude discovery.
Astral Mages, if caught,
have the right to grasp back
for a small scuffle in Astral Space.
The Mass Mind also lets one notice
the faint auras of Magic Sites.

FIXME I have no clue
if Mind Blank considers the Magic Duel
a Magic Duel. Does out-of-battle
Mind Blank even exist?
Global Enchantment
Works Underwater
Mindless cannot cast
Within Friendly Dominion:
Unfocused Site-Searching
For each province,
roll an exploding 1d10 for each path.
If 11+ (9% chance), search at level 1
If 16+ (4% chance), search at level 2
If 21+ (0.9% chance), search at level 3
(Searching is capped by your relevant level,
at least in Dominions 5.)
Also: Mass Mind Hunting
For Each Mage/Priest:
(One at a time)
MR vs. 10 negates
Can find Hiding fellas
Can find Glamoured fellas
Can't find Mindless fellas
Finds and counts them.
Whenever this finds a fella,
Results depend on their Astral Level
If their Astral Lv. is Less than 1:
Base Penetration: 11 ()
Mindless negates
10 AN Magic DMG
Otherwise: Lesser Magic Duel
A = Caster's Astral Lv.
X = A + 1d6 (no drn)
B = Target's Astral Lv.
Y = B + 1d6 (no drn)
If X ≥ Y, Feeblemind Target
If X ≤ Y, Feeblemind Caster
Celestial Rainbow glamour 77water 55
80glamourgem
A Global Enchantment.
All shall see
this wondrous rainbow,
which points wherever the caster wishes.
The rainbow is so lucky,
it may bend reality to undo
despicable magical acts!
It also attracts leprechauns.
Global Enchantment
Impossible in Caves
+500 Gold/turn (or so)
In Your Provinces Only:
+Luck2 (Adjusts the Base)
L = Fortune x 10
Blocks L% of Enemy Rituals
dom6/evocation.txt · Last modified: 2024/11/05 03:56 by fenrir