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GLOBAL ENCHANTMENTS The following spells are global enchantments, and thus are classified as rituals. The gem requirements listed are minimums: players can choose to use more gems when casting, which makes globals harder to dispel. Spells that are italicized can be cast underwater. All others cannot, with the exception of Lure of the Deep, which must be cast in an underwater lab. FIRE School Spell Name Path Gems Description Ench 6 Eternal Pyre F6 80 Generates 20 Fire gems per turn for the caster's nation. Thau 7 Purgatory F6 60 Each turn, undead creatures in the caster's dominion are attacked, with attacks being more powerful the higher the dominion. Conj 9 The Kindly Ones F6N4 40 Summons three avengers to hunt those with blood on their hands. One avenger attacks blood mages, one attacks commanders with many kills, and one attacks a target of his choosing. Evo 8 Second Sun F8 80 Each turn increases Heat scales throughout the world. Death scales are also increased, but at a slower rate. AIR Evo 6 Perpetual Storm A5 70 Disrupts income by 20% in all land provinces throughout the world. All battles are fought as if under the effect of the Storm battle enchantment. Thau 7 Dark Skies A5 50 Lowers opponents' morale by 1 for each point of friendly dominion in a province. Thau 8 Gale Gate A5 60 Generates 20 Air gems per turn for the cater's nation. Alt 8 Fata Morgana A7 90 Unrest decreases throughout the caster's nation (only). All provinces with 1 or more province defense gain 30 Phantasmal Warriors as province defense. WATER Ench 7 Ghost Ship Armada W4D3 60 The famous Admiral Torgrin and his armada will attack enemy coastal provinces at random, until defeated or the spell is interrupted. Torgrin's armada works like provincial defense - if it isn't completely destroyed in battle, it will be back to full strength the next time, although not in the same place. Ench 8 Wrath of the Sea W5 70 Coastal provinces and provinces with lakes and rivers are flooded and have their income reduced by 30%.

Manual Global Spells

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Dominions Global Spells

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  • GLOBAL ENCHANTMENTS

    The following spells are global enchantments, and thus are classified as rituals. The gem requirements listed are minimums: players can choose touse more gems when casting, which makes globals harder to dispel.

    Spells that are italicized can be cast underwater. All others cannot, with the exception of Lure of the Deep, which must be cast in an underwater lab.

    FIRESchool Spell Name Path Gems DescriptionEnch 6 Eternal Pyre F6 80 Generates 20 Fire gems per turn for the caster's nation.

    Thau 7 Purgatory F6 60 Each turn, undead creatures in the caster's dominion are attacked, with attacks being morepowerful the higher the dominion.

    Conj 9 The Kindly Ones F6N4 40 Summons three avengers to hunt those with blood on their hands. One avenger attacks bloodmages, one attacks commanders with many kills, and one attacks a target of his choosing.

    Evo 8 Second Sun F8 80 Each turn increases Heat scales throughout the world. Death scales are also increased, but ata slower rate.

    AIREvo 6 Perpetual Storm A5 70 Disrupts income by 20% in all land provinces throughout the world. All battles are fought as if

    under the effect of the Storm battle enchantment.

    Thau 7 Dark Skies A5 50 Lowers opponents' morale by 1 for each point of friendly dominion in a province.

    Thau 8 Gale Gate A5 60 Generates 20 Air gems per turn for the cater's nation.

    Alt 8 Fata Morgana A7 90 Unrest decreases throughout the caster's nation (only). All provinces with 1 or more provincedefense gain 30 Phantasmal Warriors as province defense.

    WATEREnch 7 Ghost Ship Armada W4D3 60 The famous Admiral Torgrin and his armada will attack enemy coastal provinces at random,

    until defeated or the spell is interrupted. Torgrin's armada works like provincial defense - if itisn't completely destroyed in battle, it will be back to full strength the next time, although not inthe same place.

    Ench 8 Wrath of the Sea W5 70 Coastal provinces and provinces with lakes and rivers are flooded and have their income reducedby 30%.

  • Ench 9 Thetis' Blessing W5 50 Allows all troops in the world (of all nations) to enter the sea. If the spell is terminated for anyreason while troops are using it to breathe underwater, those troops drown.

    Evo 8 Maelstrom W6 80 Generates 15 Water and 5 Astral and 3 Air and 1 gem of every other magic path (except Blood)per turn for the caster's nation.

    Alt 7 Sea of Ice W6 80 Movement between sea and land provinces becomes impossible due to proliferation of ice.Units can still move from sea province to sea province because they are going under the ice.The ability to sail across the seas is canceled while the spell is in effect. This applies to anynation with inherent sailing ability as well as any commanders with the pocket ship.

    Conj 8 Guardians of the Deep W6 60 Any underwater province with a friendly provincial defense of at least 1 is augmented by randomtypes of all kinds of underwater beasts such as sea serpents, lobsters, sharks, sometimes a fewsea trolls, in deep sea some krakens, and sometimes a monster fish. In shallow seas a few seastags, sea lions, sea dogs, and sometimes an asp turtle. There is also a chance that monsterswill randomly attack sea provinces in your dominion and take control for you.

    Thau 8 Lure of the Deep W6 70 Mermaids start emerging from the oceans and lure soldiers to drown. The practical effects arethat enemy armies in coastal and sea provinces with the caster's dominion will suffer casualtieseach turn. This spell must be cast in an underwater laboratory.

    Thau 7 Vengeful Water W7 50 Enemy commanders in your dominion will be attacked by water elementals at random. The sizeof the water elemental is determined by the availability of water.

    Evo 9 Celestial Rainbow W7N5 80 Brings about 500 gold per month and raises the Luck scale by 2 in all your provinces. Provinceswith luck have a chance of negating spells cast at them.

    EARTHConst 7 Forge of the Ancients E5 80 Ancient forge reduces the number of gems required to forge magic items and increases a mage's

    magic skill by 1 in paths already known, for forging purposes only.

    Const 9 Mechanical Militia E5 80 Any province with a friendly provincial defense is augmented by one commander and tenMechanical Men. See summoning spell of the same name for stats. Provinces with zerodefense get no bonus.

    Ench 6 Riches from Beneath E5 70 Increases resources in provinces under friendly dominion by 10% per dominion level.

    Ench 7 Earth Blood Deep Well E6 80 Generates 20 Earth gems each turn for the caster's nation.

  • ASTRALEnch 5 The Eyes of God S5 50 Lifts much of the fog of war on all provinces on the map. Enemy dominion, discovered

    magic sites, scoregraphs, and incomes are all revealed. Within friendly dominion, enemystealth units are easier to find and illusionary beings are dispelled.

    Ench 7 Stellar Focus S5 30 Generates 5 Astral gems per turn for the caster's nation.

    Evo 6 The Wrath of God S5A3 70 Each turn, enemy units will be attacked by powerful lightning strikes. These can occur anywherebut are more likely (and more powerful) in provinces with strong friendly dominion.

    Evo 9 Strands of Arcane Power S7 70 Caster can potentially detect mages and magic sites in all provinces with friendly dominion.Magic site detection is more difficult than mage detection and good results require a strongermage. Any Astral mages detected enter into a Mind Duel with the caster, but the loser onlybecomes Feebleminded. Non-Astral mages suffer a Mind Burn attack. This is a complicatedspell. Try it and see.

    Ench 9 Arcane Nexus S8 150 A very powerful spell collects one quarter of all gems (except Astral pearls and Blood slaves)used in the world each turn for casting or item forging and adds them to the national gem inventory of the nation which cast Arcane Nexus.

    DEATHThau 5 Burden of Time D5 70 Causes greatly increased aging for units. Increases unrest across the world each turn. Also

    kills about 2% of the world's population each month. Population in provinces with a Death scaledie a little more swiftly.

    Thau 6 Foul Air D5A1 75 Any unit that gets wouned will automatically gain the Diseased affliction. Unrest increases worldwide.

    Conj 8 Well of Misery D6 80 Generates 20 Death gems per turn for the caster's nation. Tax income is increased by 10%throughout the entire world.

    Alt 9 Utterdark D9 100 Plunges the world into utter darkness. Income and resources in all provinces except caves and deep seas are reduced by 90%. All units except undead and blind units have their combatvalues decreased by 6. Units with Darkvision are less affected according to the extent of theirDarkvision attribute. For example, Agartha Pale Ones have Darkvision 100 and are thus un-affected. Agartha humans have Darkvision 50 and suffer only 50% of the penalty (so their combatvalues are decreased by 3). Enemy provinces are subject to random attack by shades.

  • NATUREAlt 5 Mother Oak N5 50 Generates 10 Nature gems per turn for the caster's nation.

    Ench 5 Gift of Health N5 50 Increases hit points of friendly units depending on the amount of friendly dominion in the province.Units in friendly dominion heal afflictions and only age half as quickly.

    Ench 8 Haunted Forest N5D1 60 Every killed being in the caster's dominion is converted into Manikins, which fight any enemy unitsthat province (they disappear after the battle).

    Conj 9 Wild Hunt N6 50 The Lord of the Hunt roams the forests battling enemy priests until slain or the spell is interrupted.He has an entourage and there are also lesser hunts to help him, so there might be severalattacks in a turn, but only one of them with the Lord. These hunts will only occur in forests.

    Conj 9 Enchanted Forests N7 90 All forests will start to spread your dominion. Once you have dominion in a forest it may getattacked by forest creatures if it is owned by the enemy

    Ench 9 Gift of Nature's Bounty N7 70 Increases income in provinces under friendly dominion by 20% per dominion level.

    BLOODBlood 7 Astral Corruption B6S6 166 Once this spell has been cast, upon the casting of any non-Blood ritual or forging of a non-Blood

    Magic item there is a chance that the mage performing that action will be attacked by a Horror.The more gems spent on a spell or item increases the chance of being attacked. For example:5 gems is a bit risky, 20 is definitely unsafe, and 100 is certain death.

    Blood 8 Blood Vortex B7 166 People from all over the world will travel to the Blood Vortex. People already there will throwthemselves into the vortex unless they are suitable as blood slaves. Population dies around thevortex and around the world, but many blood slaves are gained.

    Blood 9 The Looming Hell B8 150 Enemy soldiers may decide to attack their commanders. Up to 5 attempts occur, and are randomly distributed among enemies in the caster's dominion. A soldier must take a moralecheck if the commander has Fear or is Sacred. The attacking soldier is accompanied by a devil.

    NATIONALS: Niefelheim (age 1); Jotunheim (age 2); Utgrd (age 3)Blood 6 Illwinter B5W3 120 All provinces have their Cold scales increased by 2, and unrest increased by 1d4 (open-ended).

    Up to 2 provinces may be attacked by wolves or even giants. Provinces with Heat scales areimmune to wolf/giant attack as long as they stay hot.