

Enemy units within the domain are marked as Heretics. The movement capabilities of the units in combat are not affected.Ĭity Enchantment: Denounces target enemy city by enchanting it with an unholy aura. All affected units lose 50% of their current Health. Instant Spell: All units in target friendly army gain additional movement equal to their maximum Movement points until end of turn. World Enchantment: Gain a small amount of Gold for each unit killed in combat. In addition, the caster's units require -25% Gold upkeep cost outside of the caster's domain. World Enchantment: The 'Enemy in domain' and 'Enemy at the gates' morale penalties are twice as effective against the caster's enemies. Instant Spell: Target hexes are instantly converted into Temperate terrain. Destroys 1 random City Upgrade in target enemy city and kill 20% of its Population. Instant Spell: Causes the foundations of a City to tremble and rupture. World Enchantment: Blight terrain gradually spreads out from the caster's Empire. Target friendly city gains a +1 Domain Radius.Ĭity Enchantment: Target friendly city gains a +50 Population growth bonus. The caster's enemies suffer +80% Spirit Weakness and cannot regenerate Health anymore.Ĭity Enchantment: Forces neighbouring lands to submit to the Empire's rule through demonstration of military power. The caster's entire Empire ignores negative morale modifiers and its units gain Strong Will. World Enchantment: Forebodes the end of the world. World Enchantment: Arctic terrain gradually spreads out from the caster's Empire. World Enchantment: The ancient arcane currents are awakened, enabling the caster to channel massive amounts of magic.

World Enchantment: All the caster's units gain Invisibility and +1 Blight Strength. They should (eventually) be replaced by the actual spells that are accessible upon researching them.

They are only included due to their labeling in the Table of Spells. Note: Terraformer and Spelljammer are not actually spells.
