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dom6:glamour

Glamour

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 Spells

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.

Pure Glamour

Skill Level Early Research (0 - 3) Middle Research (4 - 6) Late Research (7 - 9)
glamour 11 (a dabbler) Melee Sleep
Lesser Blur
Stunning
Lesser Luck
True Sight
Elf-Imitating
Warrior Illusions
Phantasmal Wolves
Blinding Fellas
glamour 22 (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
glamour 33 ("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
glamour 44 ("god-like") Master Commanders
Fake Forts
Month-long Pathboosting
Supreme Blur
Fake Army Invasions
Bewildering Many Attackers
Greater Displacement
Greater Luck
glamour 55 Province-Improving
Redirecting Rituals
Greater Sleep
Hiding Forts
Fort-Improving
Greater False Damage
Turning Armies Around
Gem Generator
Supreme Luck
glamour 66
glamour 77 Global Illusion Ritual
Supreme False Damage
glamour 88 Greater Twilight
Dominion-Growing Ritual

Crosspaths

These will list effects with Glamour as a primary path:

Indirect Magic

A Glamour Mage with glamour 33 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 glamour 44 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.

  • False Damage behaves similarly without Glamour Mages to reinforce it, decaying at a rate of 2 points each combat round. This stacks with the effects of having glamour 33 or higher, of course.

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.

Path Boosting

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:

  • The Gossamer Veil is the most straightforward one: it requires glamour 33 and Construction Level 5. Aside from the +glamour 11, it also makes you Stealthy and Blurry.
  • The Mirage Crystal requires glamour 33earth 22 and Construction Level 7. Aside from the +glamour 11, it provides 50 points of Obfuscation.
  • The Tome of Legends is an Artifact that requires glamour 55. It provides +glamour 22, and it allows Illusions to stick around without a Glamour Mage present; why you'd put it on a regular commander is up for debate, however. Last-but-not-least, it provides a retinue of one giant Phantasmal Beast.
  • The Trapped Dreams of Hruvur is another Artifact, that requires glamour 44astral 44. It provides +astral 11glamour 11blood 11, +2 Penetration, +2 Strength, and +15 max HP. It's not all good, however; it's Cursed, it's one of the most Tainted items in the game, and it lowers Morale by 2.
  • The Sword of Many Colors is a third Artifact, that requires glamour 44fire 22. It provides 2glamourgem each battle (though these don't persist past the battle) and 3 points of Awe, along with that +glamour 11, and it's a very good weapon as well; simply swinging it deals 10 False Damage to almost every enemy nearby. Last-but-not-least, it also lets Illusions persist without proper Glamour mages, though (again) putting this on a regular guy is questionable.

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 glamour 33 (and some other things), while the latter requires glamour 44.

dom6/glamour.txt · Last modified: 2024/06/19 17:49 by fenrir