Magic and Espionage
There are a large number of Magic and Espionage operations, which are carried out by your Wizards and Spies. Wizards and spies are trained like any other military unit, and are common between all races. Each race has a unique spell. All the races have the same spy operations. Spells that affect you are called SELF spells, while spells that affect other dominions are offensive spells. The easier spells and spy operations are at the top of the dropdown list, and as you select lower spells or operations you have smaller chances of success.
Spells
Spell Description
Gaia's Watch: SELF - Increases food production by 10%
Ares' Call: SELF - Increases defensive military strength by 10%
Midas Touch: SELF - Increases platinum production by 10%
Mining Strength: SELF - Increases ore production by 10%
Harmony: SELF - Increases population growth rate
Clear Sight: OFFENSIVE - Gives you an overview of the target Dominion in the form of their Status screen
Vision: OFFENSIVE - Gives you an overview of the target Dominion's current technological advances.
Revelation: OFFENSIVE - Reveals the spells currently affecting the target Dominion.
Clairvoyance: OFFENSIVE - Allows you to get a glimpse as to the activities of a target Realm in the form of their Town Crier
Disclosure: OFFENSIVE - Reveals the current wonder status (current and max power) of the target Realm.
Fireball: OFFENSIVE - Kills peasants and destroys crop storage
Plague: OFFENSIVE - Slows population growth
Insect Swarm: OFFENSIVE - Slows food production
Lightning Bolt: OFFENSIVE - Destroys resources invested in target castle
Great Flood: OFFENSIVE - Slows boat production of target docks by 25%
Earthquake: OFFENSIVE - Slows mine production
Disband Spies: OFFENSIVE - Turns target Dominion's spies into Draftees
Surreal Perception: SELF - For the duration of this spell, all successful non-information gathering magical and spy operations on your Dominion will reveal the name of the Dominion responsible.
Energy Mirror: SELF - For the duration of this spell, all successful offensive spells directed at you have a 20% chance of being reflected back at the caster.
Fool's Gold: SELF - For the duration of this *10* hour spell, no platinum can be stolen from you. This spell can only be cast once every 22 hours.
Crusade: HUMAN ONLY, SELF - Gives 5% attack strength bonus, and allows you to kill Undead.
Gaia's Blessing: WOOD ELF ONLY, SELF - Stronger version of Gaia's Watch (not cumulative) giving +20% food production, +10% lumber production
Miner's Sight: DWARF ONLY, SELF - Stronger version of Mining Strength (not cumulative) giving +20% ore production
Defensive Frenzy: Halfling ONLY, SELF - Stronger version of Ares' Call (not cumulative) giving +20% defensive strength
Parasitic Hunger: UNDEAD AND LYCANTHROPE ONLY, SELF - Increases larger percentage of kills in battle to your military after battle (For Undead, into Undead troops. For Lycanthrope, into Werewolves)
Unholy Ghost: DARK ELF ONLY, SELF - Enemy Draftees do not participate in battle due to extreme fear
Killing Rage: GOBLIN ONLY, SELF - Gives 10% attack strength bonus
Regeneration: TROLL ONLY, SELF - Reduces combat losses by 25%
Erosion: MERFOLK AND LIZARDFOLK ONLY, SELF - 20% of captured land automatically re-zoned into water
Mechanical Genius: GNOME ONLY, SELF - 30% reduction of re-zoning costs.
Howling: KOBOLD ONLY, SELF - Increases defensive and offensive military strength by 10% (not cumulative with other spells)
Warsong: SYLVAN ONLY, SELF - Gives 10% attack strength bonus
Blizzard: ICEKIN ONLY, SELF - Stronger version of Ares' Call (not cumulative) giving +15% defensive strength
Alchemist Flame: FIREWALKER ONLY, SELF - Increases alchemy production by 15 platinum.
Bloodrage: ORC ONLY, SELF - Gives a 10% attack strength bonus, but increases casualties taken by 10%.
Nightfall: THE NOX ONLY, SELF - Gives a 5% attack strength bonus
Spy Operations
Operation Description
Land Spy: Your spies will infiltrate a target Dominion to survey their lands, giving you a detailed description of their terrain.
Barracks Spy: By sneaking into the barracks, your spies can determine what forces your enemy has at home for defense, and what forces are returning from battle.
Castle Spy: By infiltrating a target's castle, they can gain knowledge on the amount of resources invested in different areas, thus informing you of their improvement bonuses.
Survey Dominion: By spreading across your target's land, your spies can return with detailed information regarding the building layout of your target.
Steal Lumber: Looting the lumberyards, your spies can return with a percentage of your target's lumber.
Steal Mana: Looting the towers, your spies can return with a percentage of your target's mana.
Steal Food: Looting the granaries, your spies can return with a percentage of your target's food.
Steal Ore: Looting the ore mines, your spies can return with a percentage of your target's ore.
Steal Gems: Looting the towers, your spies can return with a percentage of your target's gems.
Steal Platinum: Looting the vaults, your spies can return with a percentage of your target's platinum.
Sabotage Boats: Sending your spies to sabotage boats can severely hamper the forces they can send to attack, and your spies will sabotage a percentage of your target's boats.
Assassinate Draftees: Untrained draftees make easy targets for your spies, and your spies can assassinate them in the barracks.
Magic Snare: Reduces the Wizard Strength of target Dominion.
Assassinate Wizards: Wizards are capable of defending themselves, making this a difficult operation to complete. If successful, however, you can cripple the magic potential of an opposing Dominion.
Previous
Military and Invasion
Next
Prestige and Technological Advancements
The Scribes - Contents
Dominion Home