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.
Spell | Req | Effect | Stats |
---|---|---|---|
Fire Flies | 1 | 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 | 1 | 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 | 1 | 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) |
Spell | Req | Effect | Stats |
---|---|---|---|
Burning Hands | 1 | 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 | 1 | 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 | 2 | 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 | 1 | 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 | 1 | 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 | 1 | 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 | 1 | 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 | 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 | 2 | 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 | 21 | 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 | 1 1 | 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 ) (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 | 1 | 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 | 2 | 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 | 1 | 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 | 1 | 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) |
Spell | Req | Effect | Stats |
---|---|---|---|
Fire Blast | 2 | 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 | 21 | 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 | 3 | 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 | 2 | 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 | 2 | 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 | 2 | 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 | 21 | 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 | 2 | 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 | 1 | 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 | 1 | 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 | 2 | 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 ) |
Spell | Req | Effect | Stats |
---|---|---|---|
Fireball | 2 | "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 | 2 | 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 | 21 | 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 | 3 1 | 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 0+: Primarily-Fire spells that can't be cast Underwater cost 50% more Fatigue |
Freezing Mist | 31 | 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 | 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 | 1 3 | 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 | 1 1 | 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 1 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 | 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 | 2 | 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 | 1 | 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 | 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 | 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 | 2 | 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 | 21 | 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 ) |
Spell | Req | Effect | Stats |
---|---|---|---|
Breath of the Desert | 31 5 | 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 +3 (Scale Dump) 5% Popkill |
Fire Cloud | 31 | 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 | 4 75 | 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 | 3 5 | 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 | 3 | 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 | 31 | 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 | 3 | 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 | 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 | 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 | 2 | 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 | 2 | 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 | 3 | 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 | 3 | 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 |
Spell | Req | Effect | Stats |
---|---|---|---|
Falling Fires | 3 | 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 | 31 | 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 | 4 10 | 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 4? (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) 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 | 2 | 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 | 3 | 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 | 31 | 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 | 4 3 | 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 | 2 | 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 | 3 | 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 | 2 1 | For 1, 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 | 2 | 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 | 31 | 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 | 3 1 | An illusory squad. In Conjuration, 1 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 | 31 5 | 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. |
Spell | Req | Effect | Stats |
---|---|---|---|
Flame Eruption | 2 | 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 | 5 2 | 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 | 5 70 | 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 | 2 | 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 | 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 | 4 2 | 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 | 41 | 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 | 53 70 | 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 | 3 | 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 | 31 | 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 Base Penetration: 11 () Decaying (+5 Years/round) |
Stream of Life | 3 | 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 | 3 | 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 |
Spell | Req | Effect | Stats |
---|---|---|---|
Fire Storm | 5 3 | 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 | 5 60 | 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 | 4 30 | A remote attack spell. Makes a very angry cloud, who Thunder Strikes an army a ludicrous number of times. This is anonymous, technically, but 4 isn't exactly common… (Due to the change mentioned in Fires from Afar above, you get to watch.) 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 | 5 60 | 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 | 2 | 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 | 41 3 | 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 | 5 60 | 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 | 5 40 | 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 3+ 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 | 31 1 | 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 | 5 60 | 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 | 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 | 32 2 | 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 | 41 | 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 | 41 1 | 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 | 2 | 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 | 31 | 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 | 4 25 | 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 () Poison Clouds (Level 5, +1 per ) (Levels over 7 merely spread the cloud) (Listed as Independent) |
Illusory Attack | 4 8 | 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 4? | 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 | 41 2 | A Battlefield Enchantment. Scary sounds! True Sight doesn't stop sounds! The fear damage is somewhat low, though. (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 | 5 2 | 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) |
Spell | Req | Effect | Stats |
---|---|---|---|
Pillar of Fire | 2 | 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 | 8 80 | 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: +1 (Adjusts the Base) In Deep Seas, too? Elsewhere: +2/turn (Adjusts the Base) Doubles Sun Awe |
Chain Lightning | 3 | 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 | 6 80 | 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: 15/turn 5/turn 3/turn 11111/turn |
Meteor Shower | 54 3 | 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 | 5 2 | 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 | 5 | 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 | 51 2 | 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 |
In standard games, you research the following spells one at a time (though in any order).
Spell | Req | Effect | Stats |
---|---|---|---|
Volcanic Eruption | 43 25 | 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" +2 (Scale Dump) Destroys the Lab Destroys the Temple +125 Unrest 30% Popkill |
Flames from the Sky | 5 30 | 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 | 5 1 | 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 | 6 1 | 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 | 5 1 | 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 | 5 15 | 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 | 65 100 | 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 3 or 2. In 32, 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 | 53 20 | 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 20. | 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 | 7 70 | 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. 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 | 75 80 | 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: +2 (Adjusts the Base) L = Fortune x 10 Blocks L% of Enemy Rituals |