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Evocation

Projects arcane power into the physical world. If you want to cast spells that are traditionally associated with magic, like fireballs and lightning bolts, this is the school for you. Lots of battle magic. – Illwinter.

The most iconic Evocation spells are those that do damage directly. Most paths, especially elemental ones, have battlefield evocations that do direct damage: some examples are Lightning Bolt, Thunder Strike, Falling Fires, Fireball, Pillar of Fire, Falling Frost, Blade Wind, Magma Eruption, Shadow Blast, Breath of the Dragon, Stellar Cascades, and Astral Fires.

Evocation is also home to powerful "battlefield wipes", such as Wrathful Skies, Fire Storm, Earthquake, and Acid Storm. These spells are fundamentally game-changing, since they allow a small force to inflict disproportionate losses on a doomstack.

Evocation rituals follow this same trend: the most iconic of them send some force to inflict harm on a distant province. Fires from Afar, Flames from the Sky, Murdering Winter, Hurricane, and even Mind Hunt fit this trend.

Evocation has some utility spells, too. There are battlefield enchantments to change the weather (Rain, Mist, Storm, Stygian Rain, Wailing Winds), rituals to change the weather (Breath of the Desert, Wolven Winter), some site-searching spells (Astral Probing, Dark Knowledge), Magic Duel (a truly unique effect), and even a gem generating global (Maelstrom).

Air nations often want to get Evocation early for Lightning Bolt, Thunder Strike, and Storm. Evocation is famously a trap for fire nations; Fireball is not as good as it seems, but Summon Fire Elemental is excellent.

Generalization

Standard

  • Fire gives you what you'd expect: a ton of fire-flinging spells. These do large amounts of Fire Damage, most of which is Armor-Piercing, and the spells get both more useful and more impactful as you Research deeper into the school.
  • Air primarily gives you Lightning spells, which do Armor-Negating Shock Damage and have a significant chance of stunning foes. There aren't a ton of spells that deal directly with the air, but you do get some weather-affecting Battle Enchantments from higher levels and Gems.
  • Water primarily gives you Ice spells, both on-land and underwater, which do Cold Damage. These spells generally aren't as powerful as the Fire or Lightning spells, especially since most of them can't get through armor, but they scale similarly to the Fire spells in the school. The path is a lot stronger underwater, where Water Mages will have a lot more to work with.
  • Earth doesn't give you much in the Evocation school, though it allows you to spontaneously Create & fire solid projectiles at foes, dealing non-magical damage. Later on, you can project energy into the Earth to get a response, a bit like what low-level Water Mages can do in the water (but a lot less focused). It's a lot more effective when given more power from another path.
  • Astral gives you Light/Positive Energy spells, but they're not straightforward damage-dealers; while Armor-Negating, this energy is generally rather bad at dealing damage to mundane beings, and is better used for giving them Fatigue or attracting Horrors to them – unless they're Undead, of course! It also lets you project your mind and senses.
  • Death gives you Dark/Negative Energy spells, but not a ton of them. It's not particularly easy to get something from nothing with this path, and these spells generally require a bit more knowledge/power than their counterparts. They don't harm Undead foes, but they certainly do a lot to living targets, and they're also Armor-Negating.
  • Nature doesn't give you much in this school, and is limited a bit like Earth & Death. You get a Life Energy spell or two, a Poison spell or two, and a very-limited Creation spell or two.

Crosspaths

  • Fire & Air give you burning-hot Air spells (Sulphur Haze, Breath of the Desert, and Scorching Wind); the last of those is exclusive to two nations, and is also accompanied by Jinn fire (Smokeless Flame).
  • Fire & Water give you Acid spells, which are all Armor-Piercing and damage Iron equipment; I should really say that Water & Fire give you these, though, since Water is the main path for this stuff. You also get a Hot Water spell called Geyser.
  • Fire & Earth give you Magma spells, which do large amounts of Bludgeoning Damage and have added Fire effects. Two nations get Liquid Flames of Rhuax, which does Fire Damage in a wide area.
  • Fire & Astral give you Astral Fires, which are Armor-Negating & ignore Fire Resistance but can be negated by Magic Resistance. Two nations get Strange Fire, which gets stronger when cast by better Astral Mages & deals extra damage to Undead foes.
  • Fire & Death give you Bane Fire spells (Bane Fire Dart and Bane Fire), which ignore Fire Resistance & inflict Decay if the target's Magic Resistance doesn't work (but are still only Armor-Piercing).
  • Air & Water give you Freezing Mist, which creates a cloud that can Freeze those who pass through.
  • Air & Earth give you Rain of Stones, a Battle Enchantment that rains mundane stones on the battlefield.
  • Air & Astral give you The Wrath of God, a Global Enchantment that makes lightning want to strike your foes outside of battle.
  • Air & Death give you two powerful "Bad Air" spells; Wailing Winds is a notorious Battle Enchantment that can cause entire enemy armies to rout out of Fear, while Wind of Death quickly strikes everyone with Decay.
  • Air & Nature give you Healing Mists, which creates clouds that Heal units within them.
  • Water & Earth give you Rust Mist, which creates clouds that damage the Iron gear of those who pass through.
  • Water & Death give you Stygian Rains, a Battle Enchantment that's like the Rain spell but also gives your friends Invulnerability.
  • Water & Nature give you Celestial Rainbow, a Global Enchantment that gives you the Luck of the Irish.
  • Earth & Astral give you Meteor spells (Gifts from Heaven & Meteor Shower), which will almost never hit their intended target but deal enormous amounts of Bludgeoning Damage to whoever they do hit.
  • Astral & Death give you Nether spells (Nether Bolt & Nether Darts), Dark Energy spells that are only Armor-Piercing and negatable by Magic Resistance but also permanently damage the minds of those affected.
  • Astral & Nature give you Healing Light, a "flashy" Healing spell with a decent range.

Combat Magic

Evocation 0

Spell Paths Description Effect
Fire Flies fire 11 Six burning sparks shoot forth from the wizard's hand. The sparks have very limited armor penetration and will be ineffective against armored troops. An inaccurate burst of six single-target shots that deal 6 AP Fire DMG each.
Freezing Touch water 11 The mage touches an enemy who will suffer from extreme freezing damage, possibly even die from it. This is an effective spell because armor offers no protection against this quite potent attack. On the other hand, it might be very hard to actually touch an enemy in the heat of battle. A fast melee spell (defense negates) that does 9 AN Cold DMG, scaling with (+1 Dmg).
Flying Shards earth 11 The caster hurls several stones towards enemy units. The shards are not very powerful, but can severely injure lightly armored units. The number of stones hurled depends on the skill of the caster. An inaccurate burst of 4 single-target shots that deal 10 non-magical Slash/Blunt DMG each.
+2 shots per extra .

Evocation 1

Spell Paths Description Effect
Burning Hands fire 11 Flames will issue forth from the mage's hands, killing everyone in front of him. Quickly does 13 AP Fire DMG to those in a single square next to the caster, scaling with (+1 Dmg).
Fire Darts fire 11 With this spell, a mage can fire many burning missiles towards his enemies. A powerful Fire mage can fire the darts in rapid succession over long range. The spell is quite useless against heavily armored men and is best used to eliminate or scare more poorly armored troops. A sorta-accurate burst of 3 single-target shots that deal 10 AP Fire DMG each.
+1 shot per extra .
Flame Bolt fire 22 With this spell, a mage can send a powerful bolt of flame towards a target. A long-range (but not that accurate) single-target shot that does 22 AP Fire DMG, scaling with (+2 Dmg).
Shocking Grasp air 11 Shocking Grasp causes a target to spasm violently as energies pass at close range from the caster's hands through his body. Shocking Grasp can cause considerable harm. Armor offers no protection. A fast melee spell (defense negates) that does 18 AN Shock DMG, scaling with (+3 Dmg).
It then does 0-1 AN Shock DMG to everyone in the target's square (including the target), whether or not the target was hit.
Slime water 11 The caster hurls a sticky ball of goo at his enemies. Enemies stuck in the slime will move and attack more slowly and have trouble defending themselves. The slime effect will wear off more quickly on targets with high magic resistance. An AOE 1 shot that Slimes targets, reducing their ATT, DEF, & CS by 50%. MR negates.
MR might let you recover later.
Geyser water 11fire 11 A steaming-hot bolt of water rushes from the caster's hands. The water splashes upon impact and affects everyone in a small area. Armor offers protection from the boiling water. A cheap, close-range AOE 1 shot that deals 6 AP Fire DMG, scaling with (+1 Dmg).
Unlike most shot spells, it can be used underwater!
Water Strike water 11 This spell creates a torrent of Water magic that can rip flesh from bone. It can only be cast underwater. Instantly deals 13 DMG to a single target (but can still miss), scaling with (+2 Dmg).
Cold Bolt water 22 A bolt of intense cold issues forth from the caster's hands. It can be hurled over very long distances. A long-range (but not that accurate) single-target shot that deals 19 Cold DMG, scaling with (+1 Dmg).
Acid Spray water 22fire 11 The mage extends his hands, spraying acid at his enemies. The acid sprays over quite a large area and the mage might also be hit if he is not careful. An AOE 3 shot with a 2-square range that deals 10 AP Acid DMG.
Star Fires astral 11 The caster focuses the lights of several stellar bodies and projects them onto his enemies. Instantly deals 5 AN DMG to two targets (but can still miss), scaling with (+1 Dmg).
The light rays are technically shots, and Air Shield can block them.
Arcane Bolt astral 22 The caster fires an astral bolt that is deadly for magic beings but harmless for humans. A long-range (but not that accurate) single-target shot that deals 10 AN DMG, scaling with (+1 Dmg).
Only hurts Magic Beings.
It also works underwater!
Vine Arrow nature 11 The caster shoots an enchanted arrow of vines against his enemies. The arrow will come alive and entangle the target if it hits.
Str +DRN vs 19 to get free. The difficulty is increased or decreased by the Growth/Death scale of the province and is also increased by +1 in Forests and reduced by -1 in Wastelands.
A medium-range (but not very accurate) single-target shot that deals 14 Pierce DMG, scaled with (+1 Dmg).
It also Entangles the target.

Evocation 2

Spell Paths Description Effect
Fire Blast fire 22 A powerful blast of fiery energies strikes a small area close to the caster. An AOE 1 shot with a very-close range that deals 14 AP Fire DMG & has an AOE 6 Heat effect (10 Fire Fatigue), both scaling with (+2 Dmg).
Sulphur Haze fire 22air 11 This spell creates several clouds of toxic mist that remain on the battlefield. Units passing through these mists will suffer from sore throats and poisoning. An AOE 4 cloud that lasts 4 turns, dealing roughly 1 AN Fire/Poison DMG and 10 Fire Fatigue per tick to those inside. Fatigue scales with (+2 Dmg).
+1 AOE per extra .
Flare fire 33 With this spell, a mage can send a ball of flame towards his enemies. The flare can hit several targets. A long-range (but not very accurate) AOE 1 shot that deals 19 AP Fire DMG & has an AOE 6 Heat effect (10 Fire Fatigue), both scaling with (+2 Dmg).
Lightning Bolt air 22 The mage hurls a bolt of lightning towards an enemy. The lightning bolt can be hurled quite accurately over long distances and is very useful for eliminating heavily armored targets. Instantly deals 14 AN Shock DMG to a single target (but can still miss), scaling with (+1 Dmg).
Also does 0-1 AN Shock DMG to everyone in the square the bolt hits (including the initial target).
Shock Wave air 22 An electric shock wave will hit a large area in front of the caster. This is a very dangerous spell to cast, as an unlucky caster might also be killed by the electric shock. An AOE 6 spell with a 2-square range, dealing 9 AN Shock DMG to everyone in those squares, scaling with (+1 Dmg).
Cold Blast water 22 A powerful blast of cold strikes a small area close to the caster. An AOE 1 shot with a very-close range that deals 19 Cold DMG, scaling with (+2 Dmg).
Rain water 22
1watergem
This spell creates heavy rain on the battlefield. This makes it harder to fly and the heat effects of Abysians and other hot creatures are severely reduced. Fire magic is more difficult to use during heavy rain, as all non-underwater If it is cold it will snow instead. Snow does not increase the fatigue for fire spells, but it does reduce some heat effects though less so than rain. A Battlefield Enchantment that reduces the AOE of Heat Auras to 50%, rounded up; the default AOE of 3 is reduced to 2, for example.
This is all that happens in Cold scales; at any other temperature, it also doubles the Fatigue accrued by casting Fire spells, and all-but-guarantees that units on fire will be doused before taking damage.
Rust Mist earth 22water 11 Highly corrosive mists appear on the battlefield. Troops passing through the mist will see their armor and weapons corrode and weaken. An AOE 6 cloud that lasts 4 turns, applying Rust to the Iron stuff of those who pass through. +1 AOE per extra .
Solar Rays astral 22 This spell calls down rays of fire from the sun that set undead targets ablaze. Instantly does 12 AP DMG with an AOE of 1, scaling with (+1 Dmg), at a long range.
Only hurts Undead Beings.
Can't be cast in total Darkness.
Web nature 11 The mage projects a mass of sticky webs that will trap a small number of enemies. Very large or strong beings will not be hindered by the web.
Str +DRN vs. 22 to get free.
A mid-range, somewhat-accurate AOE 2 shot that Entangles targets.
Unlike most shots, it can be cast underwater.

Evocation 3

Spell Paths Description Effect
Fireball fire 22 The hallmark of Fire magic, this spell allows the mage to throw a ball of flame towards his enemies. The ball is quite difficult to aim, but does considerable damage wherever it lands. A cheap, somewhat-long-range, and not-very-accurate AOE 1 shot that deals 16 AP Fire DMG & has an AOE 6 Heat effect (10 Fire Fatigue), both scaling with (+2 Dmg).
Mist air 33
1airgem
The caster creates a dense mist across the battle field that makes it difficult to see far. The mist will limit the precision of all spells and missiles. A Battlefield Enchantment that halves the "base" Precision of all units, rounding down. Magic Bonuses to Precision are not affected.
Acid Bolt water 22fire 11 A gush of highly corrosive fluid flows from the mouth of the caster. The acid burns the armor of the target as well as his, her or its flesh. A somewhat-long-range (but not super-accurate) AOE 1 shot that does 16 AP Acid DMG, scaling with (+1 Dmg).
It then Rusts the Iron gear of everyone splashed.
Freezing Mist water 33air 11 This spell creates a large cloud of numbing cold that remains on the battlefield. Units passing through these mists will be badly hurt by the cold. An AOE 4 cloud that lasts 5 turns, dealing roughly 1 AN Cold DMG and 10 Cold Fatigue per tick to those inside. Fatigue scales with (+2 Dmg). +1 AOE per extra .
Magma Bolts earth 11fire 11 Three bolts of magma shoot towards the enemy at high speed. Anyone struck by a bolt will most likely die unless protected by very heavy armor. A sorta-accurate burst of 3 single-target shots that deal 25 Blunt DMG each, scaling with (+2 Dmg).
Shots that hit set their targets on fire.
Magic Duel astral 11
1astralpearl
By use of this spell, one Astral mage challenges another Astral mage to a mental duel. At most one of the mages can survive this duel. The most powerful Astral mage is also the most likely winner. This spell cannot be used by or against mindless beings and it can only be used against Astral mages.
Each mage rolls a d6 (not open ended) and adds his unmodified astral level. The winner lives and the loser dies, a tie results in both mages dying.
Instantly kills either the caster, a random unit with at least astral 11 on the opposing side, or both, depending on the dice roll & their levels.
Level-changes through Items, Spells, and split Trinities are not counted, but Level-changes through Empowerment, Afflictions, and shape are counted. This spell has a page!
Healing Light astral 11nature 11 A cascade of warm and wonderful light showers the targets. Wounds close in the light and pains ease. This spell doesn't affect undead or inanimate beings. A medium-range AOE 1 spell that heals 10 lost HP (+/- DRN). It doesn't work underwater.
Doesn't heal the Mindless either.
Shadow Bolt death 22 The necromancer hurls a bolt of dark energies against his enemies. The bolt ignores all armor and can paralyze those close to the target. The undead are immune to this spell. A cheap, somewhat-long-range, and not-super-accurate shot that deals 10 AN DMG, scaling with (+1 Dmg). MR negates.
It also deals 5 AN Paralysis DMG to the target if it hits, even if they negated the real damage, though MR negates this too.
Unlike most shots, this works underwater!
Sleep Cloud nature 22 This spell creates a cloud of sedative spores. Units caught in the cloud will fall asleep if they remain there too long. An AOE 3 cloud that lasts 6 turns, making those inside fall Asleep roughly each tick. MR negates for each tick, but doesn't help units wake up faster. +1 AOE per extra .
Unlike other Clouds, it works underwater!

Evocation 4

Spell Paths Description Effect
Fire Cloud fire 33 This spell creates three clouds of fire and smoke that remain on the battlefield. Units passing through these clouds will be severely burned. An AOE 3 cloud that lasts 4 turns, dealing roughly 6 AP Fire DMG per tick to those inside. +1 AOE per extra .
Thunder Strike air 33 A thunderbolt strikes the battlefield. The mage can make the thunderbolt strike very far away. Even if it misses, the shock wave is powerful enough to severely stun and damage anyone nearby. Instantly does 26 AN Shock DMG with an AOE of 1 (but can still miss the target square), scaling with (+2 Dmg).
It also does 2 AN Shock DMG with an AOE of 6, centered where the first part landed.
Cannot be cast underwater.
Acid Rain water 33fire 11 Highly acidic fluids pour down from the sky, showering a limited area with corrosive bile. Both the armor and the flesh of those hit will suffer. Instantly does 12 AP Acid DMG with an AOE of 4, at medium range. +1 AOE per .
Blade Wind earth 33 The caster throws a huge swarm of whirling blades towards his enemies. The blade wind is an excellent spell against lightly-armored troops, but almost useless against heavily armored ones. An inaccurate and expensive burst of 40 single-target shots that deal 14 non-magical Slash DMG each. The shots count as Iron attacks.
+3 shots per extra .
Nether Bolt astral 11death 11 The mage fires a bolt of dark energies towards his enemies. Those who survive the bolt may become feebleminded by the strange energies it releases. A cheap, somewhat-long-range, and not-super-accurate AOE 1 shot that deals 20 AP DMG, scaling with (+1 Dmg). MR negates.
It also Feebleminds those "splashed", even if they negated the damage, though MR negates this too.
Bane Fire Dart death 11fire 11 The caster projects a dart of Bane Fire against his enemies. The Bane Fire is a sickly greenish flame said to burn in the braziers of the Underworld. The green flame consumes the life force of those burnt by it, even after the flames themselves have subsided. Everyone close to the initial target of the spell may be affected by the decaying effects of the Bane Fire. A medium-range, somewhat-accurate single-target shot that does 15 AP DMG, scaling with (+2 Dmg).
It also induces Decay in an AOE of 1 centered where the shot hits, rapidly aging those who fall to it, though MR negates this and might stop it.
Bolt of Unlife death 22 This bolt passes straight through armor and damages the target's soul directly. If the target is slain he will be filled by the energies from this spell and rise as a soulless warrior. A medium-range, not-very-accurate single-target shot that does 20 AN DMG, scaling with (+2 Dmg). MR negates. This doesn't hurt the Undead or the Mindless. Those killed by the shot become Soulless and serve the caster until the battle ends.
It works underwater!
Breath of the Dragon nature 22 The caster opens his mouth to let bile stream against his enemies. An AOE 3 shot with a somewhat-short range that does 5 AN Poison DMG, scaling with (+2 Dmg).

Evocation 5

Spell Paths Description Effect
Falling Fires fire 33 The caster calls down a rain of searing flames on the enemy. Instantly does 15 AP Fire DMG in an AOE of 3 (but might still miss its target). +1 AOE per . It doesn't work underwater, of course.
Orb Lightning air 22 The mage hurls an orb of pure lightning towards the enemies. Where the orb lands a lightning will strike a nearby unit and continue to travel to other nearby units until it eventually dissipates. A somewhat-close-range, not-quite-accurate single-target shot that does 5 AN Shock DMG. It "bounces" 5 times, hitting another unit up to one square away or simply traveling to another square if none are available, and bounces even if the caster misses. One Orb Lightning will not hit the same unit or travel to the same empty square twice in a row.
Storm air 44
1airgem
Creates a rain storm or blizzard on the battlefield. Makes flying impossible and shooting difficult. A rain storm will also make it more difficult to use Fire magic.
Precision reduced by half, 50% of missiles lost. Storms also incurs the effects of the spell Rain.
A Battlefield Enchantment that prevents Flying in battle without a specific trait, and that gives projectile attacks (not spells) that don't work underwater a 50% chance to not work at all.
It also acts as both Mist and Rain, with the same effects, though the Mist effect stacks with Mist and doesn't work on the Storm-Immune.
Rain and Storm both require access to the sky, by the way.
Falling Frost water 33 Bolts of breathtaking frost bombard an area. Cold resistance and armor will protect the targets from damage. Instantly does 17 Cold DMG in an AOE of 5 (but could still miss its target), scaling with (+2 Dmg). +1 AOE per . It doesn't work underwater, sadly.
Gifts from Heaven earth 33astral 11 A strange whizzing sound emanates from the heavens. Soon, three meteors, glowing with astral fire, plummet from the Stellar Sphere onto the battlefield. Three shots from the sky, each dealing 150 Blunt DMG with an AOE of 1.
This spell is quite inaccurate; after "Precision" determines where the shots will land, they deviate from that by a square or two.
Earthquake earth 44
3earthgem
With a thundering boom, the ground heaves and erupts, throwing soldiers into crevices that close after a few seconds. If cast in a cave province the effects are devastating. Every unit that has neither the Floating trait nor the Flying trait rolls an open-ended 3d6, and compares it to their Defense skill (not quite a DRN). Defense modifiers from weapons, shields, and Fatigue aren't counted, but modifiers from Armor are, and the Encumbrance caused by Shields is used as a negative Defense modifier. Units with Defense lower than their rolls take 8 AP non-magical DMG. This cannot be cast underwater.
In Caves, Earthquake also drops stalactites on roughly 10% of the battlefield; this ignores traits and does 20 AP non-magical DMG, but the rolls for units in those squares are the same.
Stellar Cascades astral 22 Light from a stellar body will shower down upon a group of enemies. Everyone caught in the shower of light will become exhausted as the light sucks energy through their skin. Instantly does 25 AP Fatigue DMG with an AOE of 5. MR only partially negates; those who pass their roll will get half as much Fatigue. This doesn't work underwater.
Astral Geyser astral 33 Tiny holes are blasted into the astral space. For a short time rays of astral energy will blast out of the holes and anyone hit will be severely horror marked. Anyone in the vicinity of the astral energy rays will get hit by deadly residual magic. A long-range (but not-very-accurate) AOE 1 spell that instantly gives 2 Horror Marks to the targets, unless they're Mindless.
It also does 2 AN DMG with an AOE of 10, centered where the first part landed, though MR negates the Damage.
Shadow Blast death 22
1deathgem
The necromancer hurls a blast of dark energies against his enemies. The blast ignores all armor and can paralyze those wounded by the spell. The undead are immune to this spell. An AOE 6 shot that deals 20 AN DMG, scaling with (+1 Dmg). MR negates. +1 AOE per extra .
It also deals 5 AN Paralysis DMG with the exact same AOE, even to those who negated the real damage, though MR negates this too.
It works underwater!
Poison Cloud nature 33 The caster creates a cloud of noxious spores dangerous to men. The cloud remains on the battlefield for some time and everyone entering the cloud will be affected by its poison. An AOE 4 cloud that lasts 4 turns, dealing roughly 1 AN Poison DMG per tick to those passing through. +1 AOE per extra .
Unlike other Clouds, it works underwater!
Healing Mists nature 33air 11 A cloud of fine mists appears on the battlefield. Anyone inside the mists will have their wounds magically healed. The spell doesn't affect inanimate beings. An AOE 9 cloud that lasts 4 turns, healing roughly 2 lost HP (+/- DRN) per tick for those passing through.
+1 AOE per extra .

Evocation 6

Spell Paths Description Effect
Flame Eruption fire 22
Wrathful Skies air 55
2airgem
Cleansing Water water 22
Magma Eruption fire 22earth 22
Astral Fires astral 33fire 11
Blast of Unlife death 33
Bane Fire death 33fire 11
Wailing Winds death 44air 11
2deathgem
Stream of Life nature 33

Evocation 7

Spell Paths Description Effect
Fire Storm fire 55
3firegem
Shimmering Fields air 66
2airgem
Ice Strike water 22
Acid Storm water 44fire 11
3watergem
Rain of Stones earth 33air 11
1earthgem
Nether Darts astral 11death 11
Stygian Rains death 33water 22
2deathgem
Cloud of Death death 44
Wind of Death death 44air 11
1deathgem
Storm of Thorns nature 22

Evocation 8

Spell Paths Description Effect
Pillar of Fire fire 22
Astral Tempest astral 55
2astralpearl
Vortex of Unlife death 55

Evocation 9

Spell Paths Description Effect
Flame Storm fire 55
1firegem
Chain Lightning air 33
Niefel Flames water 55
2watergem
Meteor Shower earth 55astral 44
3earthgem

Rituals

Evocation 1

Spell Paths Description Effect
Astral Projection astral 11

Evocation 3

Spell Paths Description Effect
Fires from Afar fire 33
10firegem
The mage fires a row of flame bolts towards an enemy army camp located in a province far away. The more units present in the camp, the greater the chance of hitting a target. The spell can also be used to harass a besieging force or the defenders of a castle. A scout or a scrying spell will be required to see whether the spell was successful or not. An attack Ritual with a 3-province range, sending 10 shots that each might hit a target for 15 AP Fire DMG.
+1 shot per extra .
Arcane Probing astral 11
3astralpearl
The caster projects his astral self in an attempt to locate sites of Astral power. This spell can only be used to search for magic in friendly provinces. A Site-searching Ritual with a 4-province range. ()

Evocation 4

Spell Paths Description Effect
Breath of the Desert fire 33air 11
5firegem
The caster curses a distant province with a dramatic rise in temperature. The mage can target any province of his choice and those affected will not know who has cast this spell upon them. An attack Ritual with a 5-province range, adding Heat3 to its Scales. This is reported as a random event, and thus can only happen once per turn in the same province. Being a "Desert" spell, it neither works in nor affects underwater provinces.
Fate of Oedipus fire 44
75firegem
The caster punishes a mage for having claimed the Eyes of God. The mage's eyes are blasted by brilliance, his eye sockets emptied forever, and the Eyes of God no long observe the world. This spell can only be cast if the Eyes of God enchantment is active. Blinds whoever has The Eyes of God up, & Dispels it.
Hurricane air 33
5airgem
The caster unleashes a violent hurricane upon a province, devastating the countryside. The hurricane will appear as a natural event. Unrest will increase and part of the population will die.
Population -3%, Unrest +25.
An attack Ritual with a 5-province range, dumping 25 Unrest on the province and killing 3% of its taxpayers, anonymously. This is technically a "random" event, and thus it can't happen more than once per turn in the same province. It neither works in nor affects underwater provinces.

Evocation 6

Spell Paths Description Effect
Perpetual Storm air 55
70airgem
Mind Hunt astral 44
2astralpearl
The Wrath of God astral 55air 33
70astralpearl

Evocation 7

Spell Paths Description Effect
Murdering Winter water 55
40watergem

Evocation 8

Spell Paths Description Effect
Second Sun fire 88
80firegem
Maelstrom water 66
80watergem

Evocation 9

Spell Paths Description Effect
Volcanic Eruption fire 44earth 33
15firegem
Flames from the Sky fire 55
30firegem
Tidal Wave water 55
15watergem
Celestial Rainbow water 77nature 55
80watergem
Strands of Arcane Power astral 77
70astralpearl
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evocation.txt · Last modified: 2022/06/18 21:41 by fenrir