Here is a description of several spells available in dominion. Keep
in mind that some spells may be available to several orders, and their
cost and duration will be different for the different orders. For
example, both Neptune and Time have the water_walk spell, but for
neptune it costs only 1 spell point, whereas for Time it costs 2.
Both the cost and the duration of the spell are indicated when you
list your available spells. The cost is in spell points.
If the spell is applied to a sector, then that is all you spend.
A spell applied to an army will usually set a special flag for that
army, and will cost a given amount per each 100 men. Army flags are
described in the section on armies.
Notice that some armies and spirits come into the world with some of
these magical properties already set, so you do not need to set them
with a spell.
- caltitude
This spell allows you to raise or lower the altitude of a sector.
This means that you could plunge it into the sea, or you could place
it on a mountain peak.
- fertility
This spell allows you to raise or lower the soil fertility of a
sector.
- cmetal
This spell allows you to raise or lower the metal productivity of a
sector.
- cjewels
This spell allows you to raise or lower the jewel productivity of a
sector.
- fireburst
This spell devastates the chosen sector, redesignates it to
none, sets the soil productivity to zero, and in the future
should do other nasty stuff.
- inferno
This spell will kill all population in the sector, and make it
completely impenetrable to any army for its duration. You can only
cast inferno on your own sectors. It is a very effective
way to block enemy armies.
- hide_sector
This spell completely hides the current sector from any other nation.
The sector will just appear as a blank spot on the map.
- hide_army
This spell sets the HIDDEN flag on an army, so that others cannot see
this army.
All they will see is a highlighted spot on their display
if they highlight by armies, but when they try to examine the sector,
they will just see a mist and have no idea whose armies they are, nor
how many men are in it.
- fly_army
This sets the FLYING flag on an army. The army will be able to fly.
- vampire_army
This sets the VAMPIRE flag on an army. This means that in battle, 1/4
of the troops that die will join the ranks of this army. The army
will not be allowed to grow to more than a certain multiple of its
original size.
- burrow_army
This sets the UNDERGROUND flag on an army. This means that the army is
traveling underground and is thus immune to intercepts.
- water_walk
This sets the WATER flag on an army. The army will be able to cross
water sectors.
- mag_bonus
This gives magical enhancement to an army. The army will fight with an
extra 30
- merge
This spell allows you to merge civilians into spirits (up to twice the
spirits' basic strength), or to take spirits and merge them into the
civilian population of a sector.
- haste_army
This spell doubles the army's current move rate.