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 | ![]() | 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 ![]() |
Freezing Touch | ![]() | 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 ![]() ![]() |
Flying Shards | ![]() | 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 ![]() ( ![]() ![]() |
Spell | Req | Effect | Stats |
---|---|---|---|
Burning Hands | ![]() | 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 Darts | ![]() | 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 ![]() |
Flame Bolt | ![]() | 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 ![]() ![]() |
Gust of Winds | ![]() | ![]() 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 = ( ![]() T = ( ![]() S% chance to negate T% chance to negate ![]() Also: Minor Blunt Damage 8 ![]() |
Shocking Grasp | ![]() | 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 ![]() ![]() Also: Minor Area Shock AOE: 1 Square 1 AN ![]() |
Slime | ![]() | ![]() 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 ( ![]() ![]() ![]() ![]() ![]() |
Water Strike | ![]() | 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 ![]() ![]() |
Geyser | ![]() ![]() | 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 ![]() ![]() |
Cold Bolt | ![]() | 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 ![]() ![]() |
Acid Spray | ![]() ![]() | ![]() 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 ![]() |
Astral Projection | ![]() 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) ![]() 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 | ![]() | 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 ![]() ![]() |
Arcane Bolt | ![]() | ![]() 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 ![]() 10 AN ![]() ![]() |
Vine Arrow | ![]() | 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 ![]() ![]() On Hit: Entanglement V = 19 + ![]() ![]() ![]() Nonmagical Entrapment ![]() |
Bewitching 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 ( ![]() ![]() No Friendly Fire ![]() |
Spell | Req | Effect | Stats |
---|---|---|---|
Fire Blast | ![]() | 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 ![]() ![]() ![]() ![]() |
Sulphur Haze | ![]() ![]() | ![]() 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 ![]() ![]() ![]() Also: Heat Stun 10 AN ![]() ![]() |
Flare | ![]() | 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 ![]() ![]() ![]() ![]() |
Lightning Bolt | ![]() | 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 ![]() ![]() Also hits the mount/rider Also: Minor Area Shock AOE: 1 Square 1 AN ![]() |
Shock Wave | ![]() | 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 ![]() ![]() |
Cold Blast | ![]() | 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 ![]() ![]() Also: Cold Shock ![]() |
Rust Mist | ![]() ![]() | ![]() 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 ![]() ![]() |
Solar Rays | ![]() | ![]() No one looks right into the beam, but the Undead will be seriously hurt anyway. ![]() Some fellas count as Suns, thus emitting their own sunlight! | ![]() 20 Fatigue 75% Casting Time Range: 40 Squares (+5 per ![]() Sure Hit AOE: 1 Square ![]() 14 AN ![]() ![]() |
Web | ![]() | 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 = ( ![]() T = ( ![]() S% chance to negate T% chance to negate Nonmagical Entrapment ![]() |
Warrior Illusion | ![]() | ![]() (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 | ![]() | 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 ![]() ![]() |
Spell | Req | Effect | Stats |
---|---|---|---|
Fireball | ![]() | "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 ![]() ![]() ![]() AOE: 8 Squares ![]() Also Also: Area Flames 6 AP ![]() |
Storm Wind | ![]() | 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 = ( ![]() T = ( ![]() S% chance to negate T% chance to negate ![]() Also: Minor Blunt Damage 8 ![]() |
Acid Bolt | ![]() ![]() | ![]() 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 ![]() ![]() Also: Acid Splash AOE: 8 Squares 6 AP ![]() |
Rain | ![]() 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) ![]() ![]() Clouds dissipate 25% faster In ![]() Primarily-Fire spells that can't be cast Underwater cost 50% more Fatigue |
Freezing Mist | ![]() ![]() | ![]() 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 ![]() ![]() |
Magma Bolts | ![]() ![]() | 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 ![]() ![]() On Hit: Burning ![]() |
Arcane Probing | ![]() 3 ![]() | ![]() 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 ![]() | 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 ![]() 125% Casting Time Infinite Range Sure Hit AOE: One Target ![]() Target must have at least ![]() 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 | ![]() ![]() | 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 ![]() ![]() ![]() 15 pts. of Healing |
Shadow Bolt | ![]() | ![]() 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 ( ![]() ![]() 7 AN ![]() ![]() MR only halves DMG taken Also: Minor Paralysis Base Penetration: 11 ( ![]() ![]() 5 AN ![]() |
Poison Darts | ![]() | ![]() 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 ![]() On DMG: Minor Poison 5 AN ![]() |
False Fire | ![]() ![]() | 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 ![]() ![]() Also: Lingering Shimmer AOE: 8 Squares ![]() Also Also: Area False Flames Base Penetration: 11 ( ![]() 8 AP False ![]() |
Elf Shot | ![]() ![]() | 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 ![]() ![]() ![]() |
Dance of Ephemeral Swords | ![]() | 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) ![]() ![]() 1 AN False ![]() |
Cloud of Dreamless Slumber | ![]() ![]() | ![]() 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 ![]() ![]() (The Mod Inspector says +1 per ![]() |
Spell | Req | Effect | Stats |
---|---|---|---|
Breath of the Desert | ![]() ![]() 5 ![]() | A provincial attack ritual. (Also known as a war crime.) ![]() Just cast this! Just be aware that it isn't victimless. | Ritual Range: 5 Provinces ![]() Scorching Wind "Anonymous" Max. 1/province/turn + ![]() ![]() |
Fire 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 ![]() ![]() |
Fate of Oedipus | ![]() 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 ![]() |
Hurricane | ![]() 5 ![]() | A provincial attack ritual. ![]() with a giant storm. Why is it called Hurricane? Because Illwinter is on the Atlantic. | Ritual Range: 5 Provinces ![]() ![]() Hurricane "Anonymous" Max. 1/province/turn ![]() ![]() |
Thunder Strike | ![]() | 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 ![]() ![]() Also: Thunder Shock AOE: 10 Squares 2 AN ![]() |
Acid Rain | ![]() ![]() | ![]() 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 ![]() ![]() |
Blade Wind | ![]() | ![]() Creates fifty spinning blades, and fires them forward. ![]() of course. | 80 Fatigue 75% Casting Time Range: 35 Squares (+5 per ![]() 50 Projectiles (+3 per ![]() AOE: One Target 14 ![]() ![]() |
Nether Bolt | ![]() ![]() | 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 ![]() ![]() Also: Area Feeblemind Base Penetration: 11 ( ![]() ![]() |
Bane Fire Dart | ![]() ![]() | ![]() 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 ![]() ![]() Also: Area Decay AOE: 1 Square Base Penetration: 11 ( ![]() ![]() |
Bolt of Unlife | ![]() | ![]() 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 ( ![]() ![]() ![]() 15 AN ![]() ![]() |
Breath of the Dragon | ![]() | ![]() 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 ![]() ![]() |
Ephemeral Blast | ![]() | 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 ![]() ![]() |
Ghost Wolves | ![]() | ![]() 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 | ![]() | 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 ![]() Also: Heat Shock ![]() |
Hidden Flame | ![]() ![]() | ![]() 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 ( ![]() ![]() 25 AN ![]() ![]() MR only halves DMG taken Also: Astral Conflagration AOE: 9 Squares Base Penetration: 11 ( ![]() ![]() 1 AN ![]() |
Fires from Afar | ![]() 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 ![]() (This spell lacks an instant replay. You can have Scouts watch, though.) | Ritual Range: 3 Provinces (Enemy) ![]() ![]() The Attack: 20 Projectiles Slight delay AOE: 1 Square (each) 20 AP ![]() ![]() Also: Lingering Heat AOE: 16 Squares (each) ![]() ![]() Also: Large Area Heat Stun AOE: 10 Squares (each) (centered on Projectiles) 10 AN ![]() ![]() (Listed as Independent) |
Orb Lightning | ![]() | 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 ![]() Also hits the mount/rider |
Falling Frost | ![]() | 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 ![]() ![]() Also: Cold Shock ![]() |
Gifts from Heaven | ![]() ![]() | 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 ![]() Also: Area Fire (One per Meteor) AOE: 8 Squares 10 AP ![]() |
Earthquake | ![]() 3 ![]() | Upsets the Earth itself. The result is calamitous to the average fella, though Caelum would laugh at it. ![]() and may hit the otherwise-immune. ![]() 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) ![]() ![]() ![]() 8 AP Nonmagical DMG In Caves: Stalactites Targets a random 10% of the battlefield ![]() 20 AP Nonmagical DMG Either Way: Knockdown 100% Battlefield Spell (Neutral) ![]() ![]() ![]() ![]() |
Stellar Cascades | ![]() | ![]() 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 ![]() ![]() MR only halves FAT taken |
Astral Geyser | ![]() | Punctures the Veil, for a bit. ![]() 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 ( ![]() ![]() ![]() Also: Astral Geyser Blast AOE: 10 Squares Base Penetration: 11 ( ![]() 2 AN ![]() |
Shadow Blast | ![]() 1 ![]() | ![]() ![]() 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 ( ![]() ![]() 8 AN ![]() ![]() MR only halves DMG taken Also: Minor Paralysis Base Penetration: 11 ( ![]() ![]() 5 AN ![]() |
Poison 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 ![]() ![]() On DMG: Minor Poison 5 AN ![]() |
Poison Cloud | ![]() ![]() | ![]() 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 ![]() ![]() |
Illusory Army | ![]() 1 ![]() | ![]() In Conjuration, 1 ![]() 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 | ![]() ![]() 5 ![]() | Work an attack from home! This sends an Illusion of the caster to a far-off enemy land, ![]() 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 | ![]() | 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 ![]() ![]() |
Wrathful Skies | ![]() 2 ![]() | A Battlefield Enchantment. ![]() 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 ![]() |
Perpetual Storm | ![]() 70 ![]() | A Global Enchantment. ![]() Who benefits? Air Mages. Who suffers? Everyone else, really. Outside of battle, even Air Mages can get annoyed. | Global Enchantment Works Underwater ![]() ![]() ![]() Out-of-Battle Storm ![]() ![]() ![]() ![]() ![]() 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) ![]() Interrupts 50% of Projectiles (but only nonmagical ones) Clouds Dissipate another 75% faster ![]() ![]() |
Cleansing Water | ![]() | 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 ![]() ![]() ![]() (either one works, they don't need both) 5 AN ![]() ![]() |
Magma Eruption | ![]() ![]() | 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 ![]() Also: Lingering Heat ![]() |
Mind Hunt | ![]() 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 ![]() 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 ![]() ![]() ![]() 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 | ![]() ![]() | 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 ![]() Also: Astral Fires Area AOE: 6 Squares Base Penetration: 11 ( ![]() 10 AN ![]() |
The Wrath of God | ![]() ![]() 70 ![]() | A Global Enchantment. ![]() 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 ![]() ![]() For Each Hostile Unit: Samples local Dominion & Scales W = 2 + 2 x ![]() ![]() (Or 1, whichever's higher) W% Chance of Smiting 9 AN ![]() |
Blast of Unlife | ![]() | ![]() 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 ( ![]() ![]() ![]() 20 AN ![]() ![]() |
Bane Fire | ![]() ![]() | ![]() 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 ![]() ![]() Also: Bane Flame Area AOE: 8 Squares 8 AP ![]() Also: Large Area Decay AOE: 10 Squares ![]() Base Penetration: 11 ( ![]() ![]() |
Stream of Life | ![]() | ![]() 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 ( ![]() ![]() ![]() Overload X = 40 (+5 per ![]() 999 pts. of Healing ![]() ![]() Instakill (X% chance) |
False Horror | ![]() | ![]() 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 | ![]() 3 ![]() | A Battlefield Enchantment. ![]() (Or rains fire; one of those.) The flames are bright and bountiful enough to diminish darkness. | 300 Fatigue 250% Casting Time Battlefield Enchantment (Neutral) ![]() Just under 24 Times a Round: Affects a random 3% of the battlefield AOE: 15 Squares 6 AP ![]() |
Elemental Opposition of Water | ![]() 60 ![]() | Projects Fire into the Astral Plane. Does it ignite the atmosphere? ![]() it just undoes Water globals. | Ritual Works Underwater Local Attempts to Dispel ALL Global Enchantments at once, if ![]() |
Thunderstorm | ![]() 30 ![]() | A remote attack spell. ![]() who Thunder Strikes an army a ludicrous number of times. This is anonymous, technically, but ![]() (Due to the change mentioned in Fires from Afar above, you get to watch.) ![]() Modinspector data. | Ritual Range: 3 Provinces (Enemy) ![]() ![]() The Attack: 40 Thunder Strikes (+5 per ![]() AOE: 1 Square (each) 28 AN ![]() ![]() Also: Thunder Shock AOE: 10 Squares (each) 2 AN ![]() (Listed as Independent) |
Elemental Opposition of Earth | ![]() 60 ![]() | Projects Air into the Astral Plane. ![]() though you'll probably need a hefty overcast. | Ritual Works Underwater Local Attempts to Dispel ALL Global Enchantments at once, if ![]() |
Ice Strike | ![]() | ![]() 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 ![]() Also: Cold Shock ![]() |
Acid Storm | ![]() ![]() 3 ![]() | A Battlefield Enchantment. ![]() 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 ![]() |
Elemental Opposition of Fire | ![]() 60 ![]() | Projects Water into the Astral Plane. Does this make it rain? ![]() it just undoes Fire globals. | Ritual Works Underwater Local Attempts to Dispel ALL Global Enchantments at once, if ![]() |
Murdering Winter | ![]() 40 ![]() | A remote attack spell. ![]() 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) ![]() ![]() The Attack: Baleful Blizzard "Anonymous" Max. 1/province/turn Samples local terrain & Scales D = (4 + ![]() ![]() Affects 75% of Local Units (D) AN ![]() ![]() |
Rain of Stones | ![]() ![]() 1 ![]() | A Battlefield Enchantment. ![]() 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 ![]() Also Just under 24 Times a Round: Targets a random 10% of unit-filled squares with One Projectile each AOE: One Target 5 nonmagical ![]() All rocks will aim for the Head |
Elemental Opposition of Air | ![]() 60 ![]() | Projects Earth into the Astral Plane. ![]() 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 ![]() |
Nether Darts | ![]() ![]() | 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 ![]() ![]() Also: Area Feeblemind AOE: 1 Square (each) Base Penetration: 11 ( ![]() ![]() |
Stygian Rains | ![]() ![]() 2 ![]() | A Battlefield Enchantment. ![]() (Not against magic, though, so some nations get more out of this than others.) | 200 Fatigue 175% Casting Time 100% Battlefield Spell (Neutral) ![]() ![]() (Min. 15 Mundane NAT PROT) Also casts Rain for free |
Cloud of Death | ![]() ![]() | ![]() 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 ![]() ![]() |
Wind of Death | ![]() ![]() 1 ![]() | ![]() 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 ( ![]() ![]() |
Storm of Thorns | ![]() | 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 ![]() ![]() On Hit: Entanglement V = 19 + ![]() ![]() ![]() Nonmagical Entrapment ![]() |
Poison Mist | ![]() ![]() | ![]() 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 ![]() ![]() |
Miasma | ![]() 25 ![]() | A remote attack spell. ![]() (Or Drip Caves.) ![]() 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) ![]() The Attack: AOE: 150 Squares ( ![]() ![]() ![]() (Levels over 7 merely spread the cloud) (Listed as Independent) |
Illusory Attack | ![]() 8 ![]() | ![]() 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 ![]() | 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 | ![]() ![]() 2 ![]() | A Battlefield Enchantment. ![]() True Sight doesn't stop sounds! The fear damage is somewhat low, though. ![]() 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 ![]() 1 ![]() |
Shimmering Fields | ![]() 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 ![]() ![]() Also: Lingering Shimmer ![]() |
Spell | Req | Effect | Stats |
---|---|---|---|
Pillar of Fire | ![]() | 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 ![]() ![]() Also: Lingering Heat AOE: 10 Squares ![]() |
Second Sun | ![]() 80 ![]() | A Global Enchantment. ![]() What could possibly go wrong with this? It's a funny way to negate other Globals, at least. | Global Enchantment ![]() (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: + ![]() ![]() Elsewhere: + ![]() ![]() |
Chain Lightning | ![]() | 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 ![]() ![]() Also hits the mount/rider |
Maelstrom | ![]() 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 ![]() 5 ![]() 3 ![]() 1 ![]() ![]() ![]() ![]() ![]() |
Meteor Shower | ![]() ![]() 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 | ![]() 2 ![]() | A Battlefield Enchantment. ![]() 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 ![]() ![]() ![]() 1 AN ![]() Also Just under 24 Times a Round: Affects a random 4% of the battlefield ![]() ![]() ![]() Interrupts Spellcasting |
Vortex of Unlife | ![]() | ![]() 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 ( ![]() ![]() ![]() 16 AN ![]() ![]() |
Aurora Borealis | ![]() ![]() 2 ![]() | A Battlefield Enchantment. ![]() 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 ![]() ![]() - Twilight makes MR negate vs. 7 ![]() Periodic ![]() |
In standard games, you research the following spells one at a time (though in any order).
Spell | Req | Effect | Stats |
---|---|---|---|
Volcanic Eruption | ![]() ![]() 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" + ![]() ![]() ![]() ![]() ![]() |
Flames from the Sky | ![]() 30 ![]() | A remote attack spell. ![]() 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) ![]() ![]() The Attack: Targets a random 10% of the battlefield Slight delay 20 AP ![]() ![]() Also: Heat Shock ![]() Also Also: Large Fireballs 25 Projectiles (AOE) AOE: 8 Squares 16 AP ![]() (Listed as Independent) |
Flame Storm | ![]() 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 ![]() ![]() Also: Heat Shock ![]() |
Lightning Field | ![]() 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 ![]() Also hits the mount/rider |
Niefel Flames | ![]() 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 ![]() ![]() Also: Cold Shock ![]() |
Tidal Wave | ![]() 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" ![]() ![]() |
Lost Land | ![]() ![]() 100 ![]() | A provincial attack spell. ![]() 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 ![]() ![]() In ![]() ![]() otherwise, just 100 settle down. | Ritual Works Underwater Range: 3 Provinces Coasts ONLY Capitals are immune ![]() ![]() Sinking Land ![]() ![]() Province Becomes a Plain ![]() ![]() Unit Flight: For Each Individual Unit: M = ![]() ![]() ![]() ![]() M% chance to escape (Same as a Retreat) |
Stellar Strike | ![]() ![]() 20 ![]() | A remote attack spell. ![]() 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) ![]() ![]() The Attack: 40 Meteors Slight delay AOE: 1 Square (each) 150 ![]() Also: Area Fire (One per Meteor) AOE: 8 Squares (each) 10 AP ![]() |
Strands of Arcane Power | ![]() 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. ![]() if Mind Blank considers the Magic Duel a Magic Duel. Does out-of-battle Mind Blank even exist? | Global Enchantment Works Underwater ![]() ![]() 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) ![]() ![]() ![]() ![]() 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 ( ![]() ![]() 10 AN ![]() 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, ![]() If X ≤ Y, ![]() |
Celestial Rainbow | ![]() ![]() 80 ![]() | A Global Enchantment. ![]() 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 ![]() In Your Provinces Only: + ![]() L = ![]() Blocks L% of Enemy Rituals |