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In dominions there’s a lot of magic – and it’s not all built equally. For this section, I’ll list some of the most impactful spells in the earlygame – at least in my opinion
Notably – there is a general powerspike at research 5 – particularly evocation 5. Since there is so much magic in the game, we won’t be looking at the capstones, other than to note evocation and alteration 5 have a tonne of high impact, gem light spells.
This isn't designed as a comprehensive list - but rather just a list of some of the more major spells to watch for.
Evocation 1: Star Fires, Arcane Bolt
Evocation 2: Solar Rays, Web, Lightning Bolt
Evocation 3: Cloud of Dreamless Slumber, Shadow Bolt, Magic Duel
Evocation 4: Breath of the Dragon, Ephemeral Blast, Fire Cloud
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Enchantment 2: Shroud of Splendor, Personal Regeneration
Enchantment 3: Shroud of Bewilderment, Gift of Giant strength, Fire Shield, Regeneration
Enchantment 4: Spell ward, Simulacrum, Twiceborn, Raise Dead, Cloud Trapeeze
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Alteration 1: Personal Barkskin
Alteration 2: Personal Mistform, Blur, Personal Stoneskin, Gift of Cheated Fate
Alteration 3: Mossbody, Group Blur, Body Ethereal, Barkskin, Earth Meld
Alteration 4: Quickness, Mistform, Stoneskin, Curse of Stones, Group Barkskin, Swarm, Twilight, Arouse Hunger
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Const 2: Temper Armors
Const 3: Assorted item forging (GSS being the standout)
Const 4: Soldiers of Steel
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Conjuration 3: Phoenix Power, Summon Earthpower, Call of the winds
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Thaumaturgy 1: Personal Luck
Thamuturgy 2: Mind Burn
Thaumaturgy 3: Group Luck
At alteration 3-4 a great deal of nations can buff their sacred troops with their mages into ‘super-troops’. These ‘buffballs’ often define early wars - particularly when supported by army thugs (essentially mages with light gear (5-15gem total and traditionally a powerful weapon, like a Greatsword of Sharpness). The research is early enough and game-altering enough to deserve its own section.
The reason army thugs can be so relevant is they generally provide armor piercing DPS, and a clean 'kill mechanism' for otherwise problematic troops.
Body Ethereal at alt 3 is the most defining buff spell – reducing most damage to a quarter on all affected troops from a single spell. It’s followed by Mossbody and Barkskin. At alt 4 we also get Stoneskin, Group Barkskin, Mistform and Quickness. Finally – although not alt 3, Luck at Tham3 falls into the same category. There are other spells that can be layered on (e.g. Giants Strength, Temper Armors etc), but the core idea is that you make a small group of elite units – incredibly hard to kill. This means army thugs also benefit hugely from such a formation.
The essential idea is this isn’t a linear boost in strength. A buff on a strong unit is worth more than a buff on a weak unit. So it follows that a buff on an already buffed unit is generally worth more than a buff on an unbuffed unit. As such – we have the buff-ball – where we layer all our best buffs onto all our best troops/thugs.
For the most part – this is the best thing you can do at early research if your nation has good troops and the right magic paths (and ideally troops that can fit multiple into a single tile). Although there are some specific powerful spells that can ‘keep pace’ – most of the time – the magics that can be best used against buffballs come in at research 5 onwards (big evocations being an obvious one, battlefield wipes etc). There are exceptions – but generally buffing strong units is a very good early research goal.
Although most intermediate players will know about the big midgame spells, I thought I’d clump the magic ‘types’ one tends to see in the midgame.