Glamour is a Sorcerous path of Magic, new to Dominions 6. In previous games, many of its spells were known, but were divided between the other Sorcerous paths (mainly Astral and Nature) and Air.
Glamour governs that which is intangible but still impactful, such as emotions and perceptions. These things probably wouldn't exist without something to behold them, thus setting Glamour apart from Astral (above our reality), Nature (within it), and Death (beneath it). The more-impactful effects are said to come from the "Dreamwild" (also known as Fairyland or Dreamland), a flipside of sorts to our reality, existing just beyond what waking men may see.
Glamour has an unfortunate place in the world's magic, nearly always marginalized. In the Early Ages, most of mankind is too insecure to dream. The great Glamour Mages of the world are of the "greater" races that precede humanity, such as the genies, the troll-giants, and the elusive elves. While some humans inherit from the ancient masters in later ages, others "discover" the path during their nations' zeniths or nadirs, starting legends of their own to be carried for generations to come; regardless, Glamour remains a mystery to most.
Glamour has one of the smaller spell lists in the game, dwarfing only Blood and Holy. If one counts cross-path spells, however, it also has more spells than Air. These spells are somewhat evenly split between the schools, too, though with a focus on Thaumaturgy.
Glamour's damaging spells are mostly lies, and it's up to the casters to make them seem real. The only permanent thing False Damage can cause is death, through tricking the target's senses, though it cooperates with traditional damage to that end.
Glamour counters Glamour in a rather dramatic fashion. One defending against a Glamour nation's assault may apply True Sight, for instance, disrupting many of the enchantments that keep Glamour's foot soldiers untouched. Individual Glamour mages may have trouble handling each other, however, so the task of subduing an oppressive illusionist should fall to a mage of a different path.
Skill Level | Early Research (0 - 3) | Middle Research (4 - 6) | Late Research (7 - 9) |
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1 (a dabbler) | Melee Sleep Lesser Blur Stunning Lesser Luck True Sight Elf-Imitating Warrior Illusions Phantasmal Wolves | Blinding Fellas | |
2 (average) | Lesser Entrapment Scrying Lesser Sleep Lesser False Damage Self-Displacement Blur Extra (Fake) Attacks Bewildering Attackers Fear | Site-Searching Phantasmal Warriors Sleep Lesser Confusion Luck Lesser Displacement | Phantasmal Knights |
3 ("mastery") | Twilight False Damage Wolf Illusions Temporary Extra Lives False Damage Sniping Phantasmal Beasts Darkness Greater Blur Self-Invisibility Greater True Sight Horror Illusions | Stealing Units Greater Confusion Dragon Mastery |
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4 ("god-like") | Master Commanders Fake Forts | Month-long Pathboosting Supreme Blur Fake Army Invasions Bewildering Many Attackers Greater Displacement Greater Luck |
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5 | Province-Improving Redirecting Rituals Greater Sleep Hiding Forts | Fort-Improving Greater False Damage Turning Armies Around Gem Generator Supreme Luck |
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6 | |||
7 | Global Illusion Ritual Supreme False Damage |
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8 | Greater Twilight Dominion-Growing Ritual |
These will list effects with Glamour as a primary path:
A Glamour Mage with 3 or higher has Regeneration of sorts for False Damage, letting them burn off 1 point each combat round. This is presumably due to their higher understanding of the unreal. A Glamour Mage with 4 or higher has True Sight.
Illusions only matter while a Glamour Mage is on their team, making their actions seem real. Illusions are not Magic Beings; they require Glamour levels, not just any (non-Death) magic level or Magic Leadership. Without Glamour levels on their side, they dissolve a few rounds after appearing.
Last but not least, each level of Glamour skill gives its possessor 10 points of Magic Leadership. Examples of Magical Glamour beings include the Phantasms, Dreamwild entities who struggle to remain in the waking world without such magical help.
There are nine Glamour-boosting items. Four are artifacts; that means they require Construction Level 9, and that only one of each may exist at a time. Four don't need Glamour as a path. Let's cover the items that require Glamour:
Glamour has a Battle Enchantment (a bit like Astral) that boosts itself, known as Twilight. It also has a ritual that boosts all paths for a single turn, Lore of Legends. The former requires 3 (and some other things), while the latter requires 4.