THAT'S NOT IN THE SPELL MANUAL
CONJURATION
- Acashic Record : unveils all magic sites, even holy or unholy sites.
- Awaken Sleeper : the Firbolg is a good fighter and an excellent archer (prec 15). He is a standard-bearer and can lead everything (75 normal, 25 undead and 50 magic units). He has an enchanted spear and all of the slots available for more magic items.
- Call of the Wild : the wolves cost no upkeep and are fast (so they are excellent patrollers). You got 20 wolves when you target a forest, or only 10 wolves in other provinces. Their leader, a werewolf, can summon 3 wolves/turn (regardless of terrain but only one werewolf per province can succesfully "summon allies", others can be assigned to summon wolves as well but nothing will happen). The spell is not anonymous.
- Call of the Winds : the hawks cost 14 gold/turn (upkeep), so they are no 'free' patrollers ; they fly and are good patrollers but have a -1 siege value. The spell is not anonymous.
- Contact Harbinger : its horn also affects ordinary, non-undead troops (damage is x3 vs undead). The blow is weak but affects a large area (up to 5 squares), and does not work underwater. The tactical AI tries to pick target where it does more damage, thus the 3x damage multiplier will make the harbinger prioritise undead if faced by both undead and living opponents.
- Contact Lamia : you get 1 more lamia for every nature level above 3. Lamia Queens contact 2 more lamias (ie. a level 3 Queen summons 5 lamias). Lamias are very hard to kill, they regenerate 100% of the base HP every round and cannot be killed with only one strong hit (they transform into a serpent but keep 1 HP then, even if the damage is bigger).
- Contact Lamia Queen : the queen has 2 Death + 1 Nature + 2 different sorcery picks. One of a very few non-undead summoned spellcasters with random magics.
- Earth Attack : a huge 50hp earth elemental tries to assassinate an enemy commander in the target province. MR offers no protection. The elemental does not attack friendly commanders or sneaking units.
- Guardians of the Deep : adds 5-15 "monsters" to any local militia undersea (a mixed bag of Sea Trolls, Sea Serpents, Lobsters and Krakens). Even ordinary units do not count, you need at least 1 point of defence. But the size of the local defence does not matter.
- Light of the Northern Star: affects enemy mages too.
- Living Earth: can be used underwater.
- Living Water: can be used underwater.
- Locust Swarm : also causes 15 - 20 unrest points. The spell is anonymous.
- Power of the Spheres : also increases Holy/Unholy powers
- Queen of Elemental Water: they will not "heal all their wounds at the end of each round" as expected. The Queen of the Lake regenerates 50%, The Queen of the Sea regenerates 70% and the Queen of the Deeps regenerates 90%.
- Raven Feast : you need 140 corpses in the target province to get 4 death gems (to compensate for the price of 4 air gems), what is only possible after a large battle, a major disaster or a plague in a large province. The exact formula is : squareroot of unburried corpses, divided by 3.
- School of Sharks : you get 5 more small sharks for every water level above 2. They come from the north and south boardsides.
- Summon Animals : depending on terrain and temperature, you get great bears, moose and wolves in cold forests, great bears, wolves and black hawks in mountains, great lions, spiders and wolves in temperate farmlands etc...
- Summon Ghosts : you get 1 more ghost for every death level above 2.
- Summon Spectre : the Spectral Mage gets 1 Death + 2 different random picks (can be anything).
- Voice of Tiamat : unveils sites of elemental power only (i.e. air, earth, fire and water).
- Well of Misery : gives +20 death gems / turn, and increases tax revenue in all provinces in the world by 10 %. It has no effect on unrest however.
- Wild Hunt : a strong mage (Nature 5 + Earth 1) and his minions (7 Cu Sidhe + 17 Wolves) attack one enemy priest or priest/mage every turn, it works like an assassination. Indep priests are unaffected. It's a fresh new army of 1 Lord + 24 wolves every turn : experience or items found are lost, afflictions are removed, losses are replaced, etc, as long as the Lord is undefeated. Very often, it targets the most powerful (= holy level) enemy priest of the world.
- Wind Ride : commanders with earth magic of 4 or more, size 6 or ethereal are not affected. In Dom3, it has a chance to drop target in a bad location (more so for large targets or air mages).
ALTERATION
- Aim : grants + 5 precision. Not cumulative with Eagle Eye.
- Army of Gold : grants base prot. of 20 and 50% protection vs. fire.
- Army of Lead : grants base prot. of 20 and MR +4.
- Arouse Hunger : you get 3 more undead for every death level above 3, plus a Revenant as leader. Like CoW, the spell is not anonymous.
- Baleful Star : makes about 30 unrest in the target province, and temporarily shifts local dominions 2 steps toward unluck (this might have further effects in the next few turns, depending on the base luck dominion). Also, there is a small chance for every unit in the province that it will be cursed (MR offers no protection). The spell is anonymous.
- Barkskin : also gives a 25% fire vulnerability !
- Blight : makes about 15 unrest in the target province, and kills about 5 % of the population. The spell is anonymous.
- Crumble : is useless when the defenders are repairing the fort faster than your troops outside can tear it down, as the game first applies the crumble damage and then does the besieger/defender check. It damages both the walls and some defenders (often light wounds however).
- Curse of Stones: all affected units are exhausted (+5 to 10 fatigue pts each round) and move slower (50%).
- Darkness : gives -75% prec (experience and air magic bonus are not reduced) and -50% att/def (bonuses are not reduced either), cumulative with Storm and even Mist.
- Drain Life : should target only enemy units. But evil mages sometimes drain the life of friendly commanders and kill them to regain some strength. The spell even damages non-living units and undead, but the mage does not regain hp then.
- Eagle Eye : grants + 5 precision. Not cumulative with Aim.
- Earth Might : gives + 4 strength. It'll target the biggest friendly unit (more hp) within range ; other weaker units in the same square are affected as well.
- Elemental Fortitude : grants 50% protection vs. shock, fire and cold.
- Frozen Heart : protection vs. cold negates ; the spell sometimes will target immune units (like longdead) if there are no other suitable targets, but will not damage them.
- Hurricane : makes about 20-25 unrest in the target province.
- Quicken Self : grants + 3 defence.
- Marble Warriors : base prot is 15, like Stoneskin.
- Mass Protection : also gives a 25% fire vulnerability !
- Mind Hunt : the caster is feebleminded (no saving throw) if there is a high level astral mage in the target province, and the spell then fails. A level 1 astral mage in the target province has a good chance of defeating a Mind Hunt, but not 100%.
- Mirror Image : the mage gets 1 mirror image for each level of air magic. When an attack would normally hit, there is a chance that it will instead hit the mirror image. If it hits the mirror image, then the attack is wasted ; if it hits the mage, all the mirror images disappear and he takes the damage.
- Mistform : reduces damage to 1 against any non-magical weapon. If the mage is hit by a magical weapon for more than 25 points of damage or for more than 25% of his hitpoints, the mistform will end.
- Mother Oak : gives you 10 more nature gems each turn.
- Phantasmal Attack : you get 5 more warriors for every air level above 4. The spell is anonymous - drawback : you don't control the target province after the battle.
- Phoenix Pyre: every explosion gives about 40 fat. (sometimes, if the mage gets hit very hard, he explodes twice), but makes about 8+ damage (probably armor piercing) in a large area. Magic items are not lost between explosions. If the mage is killed when his fat > 100, he then explodes again but does not revive.
- Polymorph : does not affect friendly troops in the spell radius.
- Protection : also gives a 25% fire vulnerability !.
- Swarm : you get 20 flies + 2/level.
- Transformation : the caster keeps his experience and magic/holy power (but not his holiness or other attributes). Items on the mage will be sent in the lab if his new body can't use them, but they'll be gone if he dies in the process. Inanimate or lifeless mages (Oracle, Golems etc) are not affected (the computer will happily spend your gems and tell you the turn afterwards that it's ineffective). Undead are not affected either.
The chance to die on the spot is probably less than 5%, and the chance to be insane (Foul Spawn) is something like 15%. The usual new forms are Black Hawk, Boar, Bog Beast, Cave Drake, Chimera, Fire Drake, Great Lion, Gryphon, Ice Drake, Scorpion Beast, Wolf and Wyvern but the spell is more variable in Dom3. It also resets age of the caster.
- Utterdark : drops tax income 90% worldwide, causes some unrest, causes shade attacks in enemy provinces and makes every battle fought under the effects of the darkness spell, giving -75% prec (experience and air magic bonus are not reduced) and -50% att/def (bonuses are not reduced either).
- Wind Guide : all friendly units gain +5 precision, not only for shooting but also for casting spells (improving low precision spells, like Dust to Dust, Fireball or even Banishment).
- Wish : a few keywords are acceptable for the computer. All wishes can be repeated. This is a (probably incomplete) list:
- "Armageddon" : earthquakes and meteors kill 20% of the population and of the units in most provinces of the world.
- "Army" : gives you 300 militiamen.
- "Artifact" gives you a random unique artifact. This is pretty funny if that artifact exists, whoever has it gets a message that it disappears into a poof of smoke and your mage suddenly has it! If the item is cursed, the mage cannot remove it.
- "(Artifact)" : gives you the said artifact... including those which aren't listed in the magical item manual or in the forge lists : Vial of Frozen Tears (+1 D,W), Sun Sword/Shield/Armor/Helmet (of Solaris - mostly awe, berserk, and magic resistance), Hammer of the Cyclops (50% forge, 37 damage), Precious (attack and strength bonus), Greenstone Armor (prot 17), Robe of the Sorceress (+1 S,D,N,B and prot 15), Crown of Karafagus (+1D and 1 mummy/t), Admiral's Sword (curses those it touches).
- "Blood slaves" : you get 250.
- "Broth" : same as "food"
- "(Creature Name)" : you get the said creature. Like "hero", they lose all magic. However, if you can cast Gift of Reason, they still have secondary powers, so Arco Priestesses have heal, etc.
- "Death" : guess what happens to the mage...
- "Death Match" : a Death Match is scheduled next turn.
- "Defence" : same as "power"
- "Dominion" : your dominion increases slightly.
- "Experience" : the caster gets 1000 experience.
- "Fame" : same as "experience".
- "Food" : you get 2 Cauldrons of Broth and 5 Endless Bags of Wine.
- "Gems" : gives 25 of each gem type, including astral (that's 175 gems for the price of 100 astral), but no slaves.
- "Gold" : gives you 3000 gold pieces.
- "Hero" you get a random hero from any race. The hero shows up as a normal unit, but loses his magic skills since he is not a commander (if you cast gift of reason on him, he still has no spells available). You cannot ask for a specific hero however.
- "Magic power" : the caster gets +1 to all magic levels, up to 10.
- "No starve" : same as "food"
- "Population" : brings more pop (+20%) in a random province you control.
- "Power" : the caster gets +20 strength, +10 attack, +10 defence, +10 precision, and +50 hitpoints.
- "(Pretender name)" : you get that pretender, with default magic and abilities (Daughter of the Land gets gems, Moloch gets imp, Ghost King gets ghosts, etc).
- "Provinces" : a couple of provinces just convert to be yours.
- "Strength" : same as "power"
- "Supply" : same as "food"
- "Troops" : same as "army"
- "Weapons" : get a random weapon artifact.
- Wolven Winter : makes the target province colder (temporary shift +3 toward cold), but does not make any unrest. Income is still affected by the cold if the 'natural' dominion is not cold. This spell is anonymous.
EVOCATION
- Astral Projection : the caster is feebleminded if there is any astral mage in the target province. There is no saving throw.
- Earthquake : there is some kind of saving throw, based on the defence skill.
- Astral Tempest : MR negates (tested every round).
- Fires from Afar : seems to target troops and leaders indiscriminately, so it is a good spell to wipe out isolated bloodhunters or Sages.
- Flames from the Sky : does not depend on temperature. About 50% of the troops in the province are always "safe" and unaffected even if several FFTS are cast on the same province.
- Holy Pyre : protection vs fire negates, so the spell does not harm imps, devils, Moloch etc...
- Maelstrom : gives +15 water gems / turn.
- Magic Duel : each side gets to add his astral skill to a (not open ended) d6. Ties result in the death of both mages.
A +3 differential gives you a 1 to 6 odd. +5 gives you a 100% chance of killing the opponent but you still die about 3% of the time, and you have to be 6 levels higher to always win and never die.
Magic Duels use base astral levels, spells and items do not seem to have any influence.
There is no saving throw. This is an area effect spell (1 square), so you better disperse your astral mages. Mages without astral magic are unaffected.
- Mist : gives -50% Precision to all units (experience and air magic bonuses are not reduced). Range is unaffected. Cumulative with Storm if it's cast before Storm.
- Murdering Winter : in a temperate land, it makes 1 to 12 damage (average 5 or 6, it's a linear line) to 50% of the the troops in the province (the other 50% are always "safe" and unaffected even if several MW are cast on the same province). The spell makes slightly more damage in colder climes (probably +1 / cold level), but does not affect more units. Using Wolven Winter one turn before Murdering Winter will increase the cold, and the number of troops killed if they don't move.
The blizzard even hits hidden sneak units if other, non-hidden enemy units are present in the target province (bug ?).
Armor and fortification offer no protection. In a siege, only enemy units are affected.
- Nether darts / bolts : MR negates even the physical damage.
- Perpetual Storm : units that can fly in the battlefield storm are unable to fly for movement during a Perpetual Storm, all normal movement is based on ground movement (you'd think that those could fly during a storm in battle should be able to fly during a storm out of battle too). About 75% of all Seeking Arrows will be blown off course.
The storms reduce gold income between 20% (for very large provinces) and 50% (for small provinces).
- Pillar of fire : burns surrounding squares too.
- Slime : attack, defence and moves of the victims are halved (rounded down).
- Storm : gives -50% Precision to all units (experience and air magic bonuses are not affected) and 50% of all missiles are discarded, plus most flyers cannot fly (the exceptions being air elementals, spring hawks, storm guards, storm demons, sylphs, queens of air horrors, etc...). Cumulative with Mist.
- Tidal Wave : kills 40% of the population and makes about 40 unrest points. It is anonymous.
- Volcanic Eruption : kills 30% of the population and makes about 30 unrest points. It is anonymous.
- Wrathful Skies : makes about 50 lightning bolts/round all over the battlefield. Each lightning makes about 17 dam. (generally 11-24). During a Storm this spell makes 50% more lightnings but the bolts are not stronger.
CONSTRUCTION
- Construct Mandragora : you get 2 more mandragoras for every nature level above 2.
- Forge of the Ancients : gives a 50% forge bonus and +1 level in each path for purposes of forging, including all those he does not have. (yes, an Astral-1 Sage can forge a Fever Fetish or a Rainbow Armor !).
- Legion of steel : grants +3 prot.
- Weapons of sharpness : makes the weapons armour-piercing, but not magical (i.e. no bonus against ethereal opponents).
ENCHANTMENT
- Antimagic : grants +4 MR.
- Behemoth : doesn't hamper the summoner who casts the ritual. The behemoth package includes a revenant (driver) and yes, this one can't cast spells.
- Cloud Trapeze : can target a water province if the caster has a water-breathing item. Cannot be used by immobile pretenders.
- Domes : prevent troops from teleporting in the province, even your own soldiers BTW (they can gate away safely). And this rule also applies to "Gateway", "Faery Trod", "Cloud Trapeze", etc. On the other hand, automatic return effects like the rebirth of an immortal creature or the "Returning" spell in the protected province are unaffected.
All domes are cumulative (you can place several domes in the same province), but only one dome of each type tries to stop each hostile spell, so it is pointless to have multiple astral domes, but it might have some use for air and nature domes if one should break.
If the caster dies, they shatter, but they stay if the province is lost to another player and the caster survives. Once the dome is up, the caster can move away without canceling it.
Frost Dome, Dome of Arcane Warding and Dome of Flaming Death : each additional gem will make them last one more turn. Without additional gems, the dome stays one turn.
- Eyes of God : let you see the ownership of all provinces in the world.
Outside your dominion, you can see population, income, resources and dominion (the value of the different scales). You can also see the presence of known magic sites, but not their name.
Inside your dominion, you can also see the exact size of armies (also the type and name of the leading commander) and the name of the known magic sites. You can find out how many defenders are present in a besieged fortress. And patrols are twice more effective (ex : 10 archers can kill up to 20 brigands).
- Faery Trod : the spall might trod off target.
- Flaming Arrows : protection vs fire does not negate the damage ! (possible bug).
- Friendly Current : gives +4 moves to all units. No effect on fatigue or encumbrance however.
- Gaia's Blessing : grants 50% protection vs. shock, fire, cold and poison.
- Gift of Health : gives additional hp to all your units, depending of the strength of your local dominion (+10 % for each white candles), and a small chance to remove permanent afflictions. Also halves speed of aging.
- Lichcraft : you don't need a second 'willing necromancer' to be transformed, the spell works like a summoning.
- Pale Riders : you get 3 more riders for every death level above 3.
- Riches from Beneath : gives +20% resources per white dominion candle in the province.
- Rigor Mortis : affects about 10% of the battlefield every round of battle. Affected men get a random number of additional fatigue, usually 10, but sometime up to 40.
- Ritual of Rebirth : also works on (undead) mummies and Wraiths (Wraith Lord and Ermorian Wraith Centurion/Consul/Senator).
A re-born prophet hero gets +1 holy/unholy level if you appoint him again as prophet after the usual delay (this can be repeated).
Bug : the Ritual only works for first 10 heroes in the Hall of Fame... if your hero is placed #12 (with a HoF set to 15 entries) the spell will not bring him back!
- Seeking Arrow : makes 5-15 damage and a chest wound. Anti-missile items or etherealness do protect the target (probably at 75%). The spell is anonymous. You can not target an underwater province and you can not hit a sneaking leader.
- Serpent's Blessing : grants 50% protection vs. poison.
- Storm Warriors : grants 50% protection vs. shock.
- Strength of Giants : gives +3 STR.
- Warriors of Muspelheim : grants 50% protection vs. fire.
- Warriors of Niefelheim : grants 50% protection vs. cold.
- Watcher : watchers only function when they are set to patrol, which means they need to be led by someone with magical leadership.
- Water Shield : grants +5 def.
THAUMATURGY
- Black Death : kills exactly 50% of the population, and makes about 9 unrest points. It is anonymous. Military units are not affected at all (the manual is unclear on this point).
- Burden of Time : there is a small chance for all enemies in the world (foes and indies, friends are not affected) to gain an affliction or just drop dead (in fact a 999 points hit). It is not limited to the caster's dominion. MR offers no protection. Even pretenders can be affected (even if they "mastered their own mortality"). The chance is about 1% to die and 5% to get a random affliction.
It also kills populations, but at slow rate (2% / turn), and produces some unrest (0 or 1 pt in own dominion, 2 or 3 pts out of dominion).
- Communion Master : all magic paths are improved, even holy and unholy. Only the spell cost is redirected to the slaves, not the fatigue from encumbrance. The blood Sabbath ritual is cross-compatible with the astral Communion. All the communion masters get +1 level in all paths for 2 slaves, +2 for 4 slaves, +3 for 8 slaves, etc (logarithmic scale).
- Communion Slave : you need at least 2 slaves or both the slave and the master will get the fatigue. The power of the slaves does not matter in any way. The fatigue is equally divided among all slaves, but each slave also gets his own encumbrance for every spell of the Master. A commander without magic skills can not be used as a slave if given a slave matrix (not even a priest).
- Control the Dead : also works on 'neutral' undead, like horrors and lammashtas, but you cannot keep them in your army, they vanish after the battle.
- Curse : often targets the biggest enemy unit (more hp). The caster never misses, and the curse cannot be removed.
- Decay : causes rapid aging.
- Gateway : cannot be used by immobile pretenders.
- Horror Mark : often targets the biggest enemy unit (more hp). The caster never misses, and the mark cannot be removed. The victim will attract horrors and ashen angels (Manifestation).
- Imprint Souls : does not affect military units in target province. It creates about 50 Madmen and a Priest, plus 2 Flagellants/lvl of the caster, who attack enemy defence, if any. Local population size is irrelevant. This spell is not anonymous.
- Melancholia : Kills 5-10% of the units (IF ordinary troops with 10 or 11 MR and mrl, less if elite). Kills 1 or 2 dominion candles. Temporary shifts dominion toward sloth. Not the best artillery spell for the cost.
- Plague : poison resistance negates. If a diseased enemy enters close combat with your own troops, your soldiers could be diseased too and die right after the battle.
- Raging Hearts : makes about 60 unrest in the target province, but no shift toward turmoil. It is anonymous.
- Leprosy : does affect only 50% of the troops in the province. They make a magic resistance check or get diseased. Some of those that make their checks get one random affliction anyway. Spell penetration items make it harder for targets to make their spell checks. Extra Leprosy castings have diminishing returns because many targets are already diseased.
BLOOD
- Astral Corruption : every mage has between 33 and 50% chance of having some kind of Horror (works like an assassination). For multi-path rituals and items, each non-Blood path is checked independently and could lead to a separate attack. The attack occurs after the forged item is dropped in the inventory, so if it is a disposable mage, you may not care... but if it is a ritual, it may not stay up for very long. The number of gems used -including gems for boosting a ritual- appears to affect both the probability of attack and the size of the horror that appears.
- Bind Demon Lord : causes caster to age 10 years.
- Bind Succubus : the seduction only works on commanders that the succubus can fly back with (not too heavy) and only on males. The seduction is successful if both MR and morale fails, otherwise it works like an assassination attempt (fight). A Cat Charm increases a succubi's chances of seduction.
- Blood Lust : grants +4 Strength to all Demons.
- Blood Rite : you get 1 more vampire for every blood level above 2.
- Cross Breeding : is not a summon spell, so you have no discount when the spell is cast in a site with a summoning bonus.
- Hell Power : also increases Holy/Unholy powers.
- Looming Hell : one enemy (or indep) commander in every province under your dominion can be assassinated by one of his own men. If this soldier dies in the assassination attempt, a Devil (who otherwise stands and watches) takes a stab at it. Undead, demons or mindless units cannot betray their commander. Higher dominion and lower morale of the unit could increase chance of succes. Even hidden troops are affected.
- Rain of Toads : makes about 40 unrest in the target province and temporarily shift the local dominion toward unluck. The spell is anonymous.
- Reinvigoration : can be used by a Communion/Sabbath Master to remove fatigue from the slaves. The caster must have a high level in Blood magic to see any benefit from this spell.
- Rejuvenation : the caster gains 10 years.
- Sabbath Master and Sabbath Slave : they are cross-compatible with the astral Communion ritual.
- Send (lesser) Horror : the Horror fights like an independent unit and arrives separately, i.e. not with wolves or hawks summoned with a Call of the Wild/Wind in the same turn. If you send several horrors, they fight in the same battle however (and do not fight each other).
Miscellaneous
- Soothing Song (Man): reinvigoration is random, between 0 and 20.
Last updated March 29, 2007.
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