Enlargement is a magic effect that makes units big; one Size category larger, to be specific. It's generally applied by the Enlarge spell.
The Enlarge spell is a Level 2 Alteration that requires
2 and costs 20 Fatigue; or, if you're absolutely desperate,
1 and 1
. It's a short-range "point buff" (an AOE-1 buffing spell) that applies the following effects for the remainder of the battle:
A maximum of six Size points can fill each square, but this spell doesn't cause units to displace each other; for example, three Size 2 Archers will remain in the same square when made Size 3, at least until they decide to move.
Enlargement has a couple of other sources, most of which involve the path of Nature:
; or, if you're desperate,
. It has the same short range as Enlarge, but an AOE of 10; this means it can affect units further away, if the caster targets someone at the edge of their range.
. It provides Enlargement while worn (even outside of battle), but only to units Size 3 or smaller. This kind of Enlargement stacks with other sources of it, but not with other Amulets of Giants.
5
, giving someone the regular variety of Enlargement along with some Leadership bonuses.Enlargement has an effect that opposes it, of course, and that effect is Shrink. It has the exact-opposite effects of Enlargement, but is permanent; there is no way to permanently return a Shrunk unit back to their original size, and it can only be temporarily counteracted with Enlargement. On the bright side, Magic Resistance negates its application.
Two spells apply Shrink:
. It has twice the range of Enlarge, but that's still not a lot, though it does scale with overcasting. It also has an AOE of 1.
; or, if you don't have that high of a level,
. It Shrinks the entire enemy army, AND applies Battle Fright (an essentially-permanent 5-point Morale penalty) to everyone Shrunk. Only one MR check is made here; you either resist both effects, or you succumb to both.There are also bad events in Laboratory-boasting provinces that can Shrink commanders.