manual ritual spells

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RITUAL SPELLS The spells listed here are rituals which do not summon creatures. This is an artificial distinction for the purposes of the manual, only. For game purposes, all rituals, whether summoning or not, are subject to the rules for rituals and are treated as such. AIR School Spell Path Gems Rng Description Ench 4 Cloud Trapeze A2 3 5 Allows the caster to transport himself or herself or itself to a distant province. Thaum 4 Auspex A2 2 2 Performs a level-9 search for sites of Air Magic in one friendly province of the caster's choice. Evo 4 Hurricane A3 5 5 The caster targets a single coastal province to be struck by a hurricane. Unrest increases by 25% and 3% of the population is killed. The effect will appear as a random event, so the target will not know who caused this. Ench 3 Seeking Arrow A3 4 3 A commander in a province chosen by the caster is attacked by an arrow which causes an 8-point armor-negating attack. If there is more than one commander present, the target is chosen at random. Conj 5 Raven Feast A4 3 5 A flock of ravens consumes the unburied corpses in a single province of the caster's choice. These corpses are converted to Death gems in the beaks of the ravens and the flock flies back to deliver the gems to the caster. You gain sqrt(corpses) / 3 gems. Ench 5 Trade Wind A4 10 Coastal province income +25%. Effect lasts one turn per gem spent in casting. Conj 5 Wind Ride A5 10 3 One commander in a province of the caster's choice is transported by a whirlwind to the caster's province. This can be a friendly commander or an enemy. If it is an enemy, a battle will be fought between the commander and whatever army is in that province, including the province defense. Large commanders (Size 6), powerful Earth mages (skill 4+) and Ethereal beings cannot be transported. Ench 6 Dome of Solid Air A5 20 This spell creates a dome over the caster's province that has an 80% chance of negating any spell cast from the outside in. However, if a spell does make it through, the dome is destroyed. The dome is also destroyed if the caster is killed.

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Dominions Ritual Spells

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  • RITUAL SPELLSThe spells listed here are rituals which do not summon creatures. This is an artificial distinction for the purposes of the manual, only.For game purposes, all rituals, whether summoning or not, are subject to the rules for rituals and are treated as such.

    AIRSchool Spell Path Gems Rng DescriptionEnch 4 Cloud Trapeze A2 3 5 Allows the caster to transport himself or herself or itself to a distant province.

    Thaum 4 Auspex A2 2 2 Performs a level-9 search for sites of Air Magic in one friendly province of the caster's choice.

    Evo 4 Hurricane A3 5 5 The caster targets a single coastal province to be struck by a hurricane. Unrest increasesby 25% and 3% of the population is killed. The effect will appear as a random event, sothe target will not know who caused this.

    Ench 3 Seeking Arrow A3 4 3 A commander in a province chosen by the caster is attacked by an arrow which causes an8-point armor-negating attack. If there is more than one commander present, the target ischosen at random.

    Conj 5 Raven Feast A4 3 5 A flock of ravens consumes the unburied corpses in a single province of the caster's choice.These corpses are converted to Death gems in the beaks of the ravens and the flock fliesback to deliver the gems to the caster. You gain sqrt(corpses) / 3 gems.

    Ench 5 Trade Wind A4 10 Coastal province income +25%. Effect lasts one turn per gem spent in casting.

    Conj 5 Wind Ride A5 10 3 One commander in a province of the caster's choice is transported by a whirlwind to thecaster's province. This can be a friendly commander or an enemy. If it is an enemy, a battle will be fought between the commander and whatever army is in that province, including the province defense. Large commanders (Size 6), powerful Earth mages(skill 4+) and Ethereal beings cannot be transported.

    Ench 6 Dome of Solid Air A5 20 This spell creates a dome over the caster's province that has an 80% chance of negatingany spell cast from the outside in. However, if a spell does make it through, the dome isdestroyed. The dome is also destroyed if the caster is killed.

  • ASTRALSchool Spell Path Gems Rng DescriptionEvo 1 Astral Projection S1 2 5 Allows the caster to scry on one province. The report from this spell is very accurate. The mage

    can prolong the duration of the spell by one month for each extra gem used in casting. Themage can be detected by enemy Astral mages. The chance of detection is 40% per enemyAstral level. If the mage is detected, his astral cord will be cut and he will become Feebleminded.

    Evo 3 Arcane Probing S1 3 4 Performs a level-9 search for sites of Astral magic in one friendly province of the caster'schoosing.

    Conj 5 Acashic Record S2 10 10 Casting on an enemy capital allows you to see the scoregraphs for that player.

    Ench 5 Ritual of Returning S2 3 The mage will immediately return to his or her home province if wounded. The spell lastsuntil the mage actually suffers a wound. If the home province is controlled by the enemywhen the mage tries to return, he or she is killed.

    Thaum 3 Astral Window S2 3 6 Allows the caster to scry on one province. The report from this spell is very accurate. Themage can prolong the spell by 1 month for each extra gem used in casting.

    Alt 5 Baleful Star S3 7 7 The target province has its scales tipped by 2 towards Misfortune. It's unrest increases by30 and units in the province have a 4% chance of becoming cursed. The spell is anonymousand will be reported as a random event.

    Conj 6 Acashic Knowledge S3 25 10 Performs a level-9 search for all types of magic sites in one friendly province of the caster'schoosing.

    Ench 5 Dispel S3 30 This spell can directly dispel an enemy global enchantment. The procedure for doing so is listed in the manual in the Magic section.

    Thaum 3 Teleport S3 2 6 Teleports the mage to any province on the map.

    Thaum 4 Vengeance of the Dead S3D1 3 5 The caster chooses a province. The commander in that province who has killed the mostunits in combat (and thus has the most blood on his hands) has a chance of being killed in anightmare by the souls of his victims. The target can escape by making a successful magicresistance roll.

  • School Spell Path Gems Rng DescriptionEvo 6 Mind Hunt S4 2 6 The caster can travel astrally to a distant province and attack an enemy commander there

    with either Mind Burn or Soul Slay. The mage must know one of those two spells or theattack does not occur. The mage can be detected by enemy Astral mages, and the effect isidentical to Astral Projection, with the same chance of Feeblemind.

    Ench 6 Dome of Arcane Warding S4 10 Creats an anti-magic dome over the province which has a 50% chance of stopping anygiven spell from entering. It lasts 1 turn plus 1 additional turn per extra gem spent.The dome vanishes if the caster dies.

    Thaum 5 Gateway S4 10 6 This allows the caster and all units under his or her command to travel to any provincein which a friendly laboratory resides.

    Thaum 6 Imprint Souls S4 25 5 The caster imprints 120 souls, plus 4 per each extra skill level in Astral magic the casterpossesses. Half of these die, while the other half have a chance of being turned into a holyunit of the caster's nation, or a mad, feebleminded unit. The chance of a favorable result is3% per caster Astral level plus 6% per penetration bonus.

    Thaum 9 Astral Travel S5 25 5 Like the Gateway spell, except that the mage and his army can move to any province, notjust one with a lab, and it can be either enemy or friendly.

    Alt 9 Wish S9 100 Make a wish! Some of the things you can wish for are: an arena death match, dominion,increased strength, increased magic skill, armageddon, magic items, blood slaves, an army,food, more population, provinces, an artifact, great wealth, or a swift death. You can alsowish for specific magic items and monsters. This list is not exhaustive.

    DEATHSchool Spell Path Gems Rng DescriptionConj 3 Dark Knowledge D1 4 3 Performs a level-9 search for sites of Death magic in one friendly province of the caster's

    choice.

    Ench 4 Twiceborn D2 10 If the caster dies in a friendly dominion, he is revived as a Wight Mage in the nation's homeprovince. This spell cannot be cast on undead, inanimates, or demons.

    Ench 7 Ritual of Rebirth D4 15 Brings back a mummified version of a dead hero from the Hall of Fame. May be performedseveral times on the same hero. Undead and lifeless beings cannot be brought back in thisway. The hero gets the stats of a mummy, but keeps his or her magic skill, experience,curses, heroic abilities, etc.

  • School Spell Path Gems Rng DescriptionThaum 6 Leprosy D5 10 4 All units in a province have a 50% chance of becoming diseased. A unit can resist this

    effect by making a successful magic resistance roll. Undead and lifeless beings areimmune to the effects of this spell.

    Thaum 8 Stygian Paths D5 15 10 Transports the caster and all troops under his command to a distant province. En route, alltroops are attacked by a dmg: 1 AN attack and a dmg: Death MR attack. These representattacks by the spirits of the underworld. Stealthy units only have a 20% chance of being hit by the death attack. The caster gains no benefit from stealth: he is leading the army.

    Thaum 8 Black Death D5 15 5 Kills 50% of the population in a province of the caster's choice. It does not affect militaryunit in that province. The effect is reported as a random event and is thus anonymous.

    EARTHSchool Spell Path Gems Rng DescriptionAlt 2 Alchemical Transmutation E1 1 Transmute each additional earth gem above the base used to cast the spell into gold at a

    rate of 10 + (1 per extra Earth magic level). The base cost used to cast the spell is notconverted.

    Alt 4 Blight E2D1 5 5 A blight is cast upon a province of the caster's choice. This kills 5% of the population, coststhe province's owner 80 pounds of gold (to feed the starving) and increases unrest by 15.

    Alt 6 Earth Gem Alchemy E2 1 Transmute each additional earth gem above the base used to cast the spell into gold at arate of 15 + (2 per extra Earth magic level). The base cost used to cast the spell is notconverted.

    Thaum 4 Gnome Lore E2 3 3 Performs a level-9 search for sites of Earth magic in one friendly province of the caster'schoice.

    Alt 8 Wizard's Tower E4 50 4 Raises a wizard's tower in a friendly province of the caster's choice.

    Alt 7 Iron Walls E5 10 Increases the defense of a fortress by 200 points. This spell lasts 1 turn plus 1 additionalturn per extra gem used.

    Alt 6 Crumble E5 20 4 The caster does 150 points of siege damage to an enemy fortress, plus 25 points for eachadditional skill level of Earth magic the mage possesses beyond 5.

    Thaum 6 Melancholia E5 20 5 The production scale of a province chosen by the caster is set to Sloth 3. Troops willdesert if they fail a double roll: DRN must exceed moral and DRN +9 must exceed DRN + MR, or desertion occurs. This is checked for all troops.Dominion decreases by 1-2 points.

  • FIRESchool Spell Path Gems Rng DescriptionAlt 1 Distill Gold F1 1 Transmute each additional fire gem above the base used to cast the spell into gold at a rate

    of 15 + (1 per extra Fire magic level). The base cost used to cast the spell is not converted.

    Alt 3 Inner Sun F1S1 1 When the mage is killed, a shower of flame shoots from his dead body and burns all undeadand demons in the vicinity. The spell does 15 points of damage in a 35-square area (on thebattlefield) which ignores armor. Units can avoid damage by making a successful magicresistance roll.

    Alt 5 Transmute Fire F2 1 Transmute each additional fire gem above the base used to cast the spell into gold at a rateof 20 + (2 per extra Fire magic level). The base cost used to cast the spell is not converted.

    Thaum 3 Augury F2 2 5 Performs a level-9 search for sites of Fire magic in a friendly province of the caster's choice.

    Evo 3 Fires from Afar F3 10 3 Strikes military units in an enemy province with bolts of flame. There are 15 bolts, each ofwhich has at least a 20% chance of hitting someone. Those who are hit are attacked by10+ points of armor-piercing damage. The chance to be hit is higher if there are more than10 eligible targets in the province, and will be 100% if there are more than 60 such targets.The caster will not get a report on the results of the attack without a spy in the province.

    Evo 9 Volcanic Eruption F3E3 15 6 Kills one-third of the population in a province chosen by the caster.This is an anonymous spell and is reported to the target as a random event.

    Alt 4 Breath of the Desert F3A1 5 5 Causes a heat wave to strike a land. The heat scales are increased by 3, and 5% ofthe population killed. This is reported as a random event.

    Evo 4 Fate of Oedipus F4 75 This spell can only be cast when the global enchantment Eyes of God is active. When Fateof Oedipus is cast, the mage who cast Eyes of God is blinded, and that spell is canceled.

    Ench 7 Dome of Flaming Death F4 8 Creates a dome of fire over the caster's province. This dome does not block spells, however.Instead, when an enemy spell enters the province from outside, the dome will spring a trapon the mage trying to cast the spell, and do 1-20 points of armor-piercing damage. It lasts1 turn plus 1 turn for each extra gem used in casting. The dome burns out if the castingmage dies.

    Thaum 5 Raging Hearts F4 10 5 Unrest in the target province is increased by 60 as the inhabitants go on a rampage, and 5%of the population is killed.

  • School Spell Path Gems Rng DescriptionEvo 9 Flames from the Sky F5 35 3 This is a long-ranged fire attack on an enemy in a distant province, much like Fires from

    Afar, only more powerful. Half-of all units in the province are attacked by a 15-point armor-piercing attack.

    Ench 6 Vafur Flames F5 10 Target castle is surrounded by a wall of falmes during storm castle combat. All enemiespassing through the wall of flames will be set on fire.

    NATURESchool Spell Path Gems Rng DescriptionThaum 3 Haruspex N2 2 3 Performs a leve-9 search for sites of Nature magic in one friendly province of the caster's

    choice.

    Alt 7 Transformation N3 8 The caster is transformed into a random monster. The possibilities are mostly animals,such as a great eagle, cave drake, bear, wolf, etc. Underwater, of course, the choices aredifferent. The transformation is into a young monster, so it might make sense if a mage isvery old. Once transformed, he or she cannot change back. There is a 20% chance ofthe transformation going wrong, resulting in feeblemind or death.

    Conj 5 Winged Monkeys N3S2 10 5 Winged monkeys appear in a distant province and attempt to carry a commander back tothe caster's province. But if the target is to heavy, the monkeys abandon their attempt tocarry the target off and just attack it instead. The monkeys are afraid of mages and willnever target one.

    Conj 6 Locust Swarms N3 8 5 Unleashes locusts at a traget of the caster's choice. The locusts cause 100 pounds ofgold in damage to crops and increase unrest by 20. This will be reported to the owner of theprovince as a random event.

    Ench 8 Dragon Master N3 30 Once cast, this mage will be able to summon three times as many drakes and wyverns ashe or she otherwise would. The title of dragon master is permanent (until death).

    Conj 7 Living Castle N4W1 50 Creates a fortress in the caster's province. The living castle type is unique to this spell.This spell cannot be cast on land.

    Thaum 4 Gift of Reason N4 20 Grants commander status to one unit. Target must be in same province as the caster.

  • School Spell Path Gems Rng DescriptionEnch 5 Faery Trod N5 20 10 The caster and his army trod the faery path from one forest province to a distant forest

    province of the caster's choosing. There is a 50% chance of becoming lost on the faerypath if the target province is completely surrounded by forests, no chance of becoming lostif there are no forests near the destination province, and everything in between is scaled between these two probabilities. Both the origin and destination provinces must be forests for this spell to work. If an army becomes lost, it will end up in a forest province near thedestination province.

    Ench 7 Forest Dome N5 10 Creates a dome of trees over the caster's province to prevent enemy spells from getting in.The dome has a 30% chance of stopping any given spell. However, if a Fire spell is stoppedin this manner, there is a 50% chance that the dome will catch fire and be destroyed. Thedome is also destroyed if the caster dies.

    Thaum 6 Beckoning N5 20 4 Enemy military units in a forest province chosen by the caster have a chance of disappearingforever into the forest. A unit so targeted must make a successful magic resistance roll or amorale check vs. 16. Creatures with the Forest Survival ability are immune to this spell.The spell targets 50 units plus 5 extra units per extra Nature skill level of the caster.

    WATERSchool Spell Path Gems Rng DescriptionConj 4 Voice of Apsu W2 2 3 Performs a level-9 search for sites of water magic in one province of the caster's choice. The

    province must be a land province, but need not be friendly.

    Conj 5 Voice of Tiamat W2 8 4 Performs a level-9 search for sites of elemental magic in one provicne of the caster's choice.The province must be a water province, but need not be friendly.

    Thaum 2 Scrying Pool W2 2 5 Allows the caster to scry on one province. The report from this spell is very accurate. Themage can prolong the spell by 1 month for each extra gem used in casting.

    Alt 4 Wolven Winter W3 5 5 This spell kills 5% of the population in the target province and increases the cold scale by 3.It is reported as a random event so the target does not know who cast it.

    Evo 7 Murdering Winter W5 50 4 An enemy army is attacked by dmg: 7 AN + 2x the province's cold scale. The spell willnever kill more than half of an enemy army, because it attacks the army's camp, and onlyhalf of an army is ever in camp at one time.

    Evo 9 Tidal Wave W5 15 6 An enormous tidal wave kills 30% of the population and increases unrest by 50 in a coastalprovince of the player's choosing. The spell will be reported as a random event.

  • School Spell Path Gems Rng DescriptionEnch 6 Frost Dome W5 15 Creates a dome over the caster's province which has a 30% chance of negating any enemy

    spell cast into that province from outside, and will do 1-15 points of AN cold damage to thecasting mage. The dome lasts one turn per gem spent.

    BLOODSchool Spell Path Gems Rng DescriptionBlood 2 Bowl of Blood B1 5 5 Performs a level-9 search for sites of Blood magic in one friendly province of the caster's

    choice.

    Blood 6 Rejuvenate B1 10 Each casting of the spell makes the mage ten years younger.

    Blood 5 Wrath of Pazuzu B1A3 15 5 Causes a tempest to occur in the target province. Unrest +35, and kills 4% of the population.This is reported as a random event.

    Blood 3 Blood Feast B2 5 The caster will lose up to 10 afflictions, but it can be fewer. It requires about 500 populationin the province to work, 750 to be certain, and these will die. There is a 25% chance ofgetting a craving for flesh, meaning that the caster will eat 1 population per day(30 per month) or get new afflictions.

    Blood 4 Blood Fecundity B2N2 10 Increase Growth scales by 2, Lasts 1 extra turn per extra slave used.

    Blood 4 Rain of Toads B3N1 10 5 The rain in a province of the caster's choosing turns into toads. This causes unrest in the province and may spread disease. Unrest increases by 40, the scales are tilted by 2 toMisfortune, and all units have a 5% chance of contracting a disease. The spell isanonymous and will be reported as a random event.

    Blood 7 Send Dream Horror B3S4 15 6 Causes the horror dreams random event to occur in target province. Unrest +30 and a Defiler of Dreams will be sneaking in the province spreading 20 unrest per turn. It is also quitepowerful should you try to find and kill it.

    Blood 7 Dome of Corruption B4S4 20 Creates a dome over the province which has a 75% chance of negating enemy spells castinto the province from outside. If a spell is negated, the enemy mage who cast it willbecome Feebleminded unless he or she makes a successful magic resistance roll at a -2penalty. However, because this dome is created by the Horrors, occasionally a horror maydescend into the province and kill a mage. The chance to be horror-marked while inside thedome is 7% for mages and 2% for others. Horror-marked units have a +20% chance ofbeing attacked while inside the dome. There is also a 20% chance per month of increasingthe magic scale by 1. Attempting to cast a spell out of the dome may drive the castingmage insane. The dome disappears if the caster dies.

  • School Spell Path Gems Rng DescriptionBlood 9 Horror Seed B4S5 20 6 Horror-marks and curses soldiers in a province of the caster's choosing. First, one soldier

    gets a "parasitic horror." The horror bearer will horror-mark up to five companions permonth, and spread up to one horror seed per month. Horror seeds will hatch into lesserhorrors in due time. The real horror will emerge when the horror bearer dies.

    Blood 3 Infernal Circle B5 5 Increases range of Blood rituals cast from this province by 1. Lasts 1 extra turn peradditional slave used.

    Blood 8 Three Red Seconds B5 120 4 Builds a dark citadel in a province chosen by the caster.

    NATIONALS: Arcoscephale, Marverni, Pangaea (all ages)Conj 5 Monster Boar N3 10 5

    NATIONALS: T'ien Ch'i (all ages)Alt 5 Internal Alchemy W2S1 10

    NATIONALS: T'ien Ch'i (age 2)Const 5 Thousand Year Ginseng N1 8

    NATIONALS: R'lyeh (age 3)Thaum 6 Dreams of R'lyeh S4 4 10

    NATIONALS: Niefelheim (age 1); Jotunheim (age 2); Utgrd (age 3)Blood 6 Illwinter B5W3 120 All provinces have a 50% chance of increasing their Cold scales, and increasing unrest by 1d4

    (open-ended). Up to 2 provinces may be attacked by wolves or even giants. Provinces withHeat scales are immune to wolf/giant attack as long as they stay hot. Global enchantment.