Chronicles of Omniluxia
Magic

Spells

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Spells are active magical workings used by trained mages, folk casters, and divine traditions in Omniluxia. In game terms, most spells spend a caster's mana, then apply an immediate effect, a timed modifier, or both.

See also: Magic, Magic Styles, Aldic, Amten, Melodian, Omnic, and Folk Magic.

How Spell Effects Work

Most spells fall into one of five practical uses:

  • Battlefield spells affect armies or navies already in combat. They usually last 30 days and use unit modifiers.
  • Offensive character spells harm, curse, maim, blind, or otherwise alter a target character.
  • Support spells strengthen the caster's realm, a province, a friendly force, or the caster.
  • Siege spells affect the besieged settlement or the besieging army.
  • Folk and divine spells depend on culture, religion, or a special unlock rather than only a formal school.

Spell cost is paid from the caster's mana pool. The mod scales that cost by local terrain and caster rank, so the listed cost is the base cost before those adjustments.

Omnic Spells

Omnic magic emphasizes light, warding, revelation, divine force, and structured battlefield control.

Spell Path Base cost Target Effect
Light Shields Diviner T1 25 Friendly battle Defensive light magic for battlefield protection.
Light Rays Diviner T1 25 Enemy force Damages an enemy unit by 7%.
Blinding Flash Diviner T1 15 Enemy army or navy in combat Applies Blinding Flash for 30 days: morale, discipline, and naval damage done are reduced.
Light Rays II Diviner T2 25 Enemy force Stronger offensive light attack.
Light Walls Diviner T2 50 Province Applies a defensive province modifier.
Chain Lightning Diviner T2 40 Enemy army or navy in combat Applies Chain Lightning for 30 days: morale is reduced.
Gravity Well Diviner T3 100 Enemy army or navy in combat Applies Gravity Well for 30 days: morale, discipline, and naval damage done are reduced.
Spirit Bomb Diviner T3 125 Province Devastating siege/province attack that sharply weakens local defenses and growth.
Chronostasis Field Diviner mastery 175 Enemy army or navy in combat Applies Chronostasis Field for 30 days: severe reductions to morale, discipline, and naval damage done.
Exorcism Hierophant T1 50 Character Removes or counters corrupting magical conditions.
Revelation Hierophant T1 75 Caster or realm Grants a knowledge or advancement benefit.
Blessing Hierophant T2 75 Character Adds zeal.
Exorcism II Hierophant T2 75 Melodian target Higher exorcism effect, including lethal use against Melodian targets.
Revelation II Hierophant T3 125 Realm Grants an innovation.

Aldic Spells

Aldic magic covers healing, soul work, illusion, inspiration, and destructive arcane force.

Spell Path Base cost Target Effect
Restoration Cleric T1 25 Friendly army Restores or reinforces army manpower.
Healing Light Cleric T1 25 Character Removes lighter illness or injury effects.
Healing Light II Cleric T2 50 Character Removes more severe disease or physical conditions.
Vitality Cleric T2 75 Character Adds health.
Pestilence Cleric T3 150 Enemy country Applies Pestilence for 365 days: food, population growth, and happiness are reduced.
Altered Inspiration Illusionist T1 50 Friendly force Raises battlefield morale.
Inspired Thoughts Illusionist T1 50 Realm Adds legitimacy.
Mind Break Illusionist T2 75 Character Adds a random severe mental or physical affliction, such as incapable, dementia, brain damage, or similar traits.
Warped Flesh Illusionist T2 50 Enemy force Damages an enemy unit by 10%.
Warped Flesh II Illusionist T3 150 Character Kills the target with magical death.
Arcane Volley Aldic T1 battle spell 5 Enemy army or navy in combat Applies Arcane Volley for 30 days: enemy morale is lightly reduced.
Corrosive Rain Aldic T2 battle spell 25 Enemy army or navy in combat Applies Corrosive Rain for 30 days: discipline, morale, and naval damage done are reduced.
Meteor Strike Aldic T3 battle spell 95 Enemy force Damages a target unit by 20%.
Word of Annihilation Illusionist mastery 140 Enemy army or navy in combat Applies Word of Annihilation for 30 days: morale is heavily reduced.

Amten Spells

Amten magic draws on elements, stone, plants, animals, weather, and the productive force of the land.

Spell Path Base cost Target Effect
Detect Minerals Elementalist T1 15 Realm Adds money.
Winds of Pedentrutzu Elementalist T1 25 Enemy force Damages an enemy unit by 5%.
Detect Minerals II Elementalist T2 50 Province Temporarily increases resource output.
Rock Slide Elementalist T2 50 Enemy force Damages soldiers and weakens defenses.
Summon Earthworks Elementalist T3 150 Province or realm Adds investment/building capacity.
Frostbite Wind Amten T1 battle spell 15 Enemy army or navy in combat Applies Frostbite Wind for 30 days: army and navy movement speed are reduced.
Seismic Tremor Amten T2 battle spell 35 Enemy army in combat Applies Seismic Tremor for 30 days: army speed and morale are reduced.
Glacial Tomb Amten T3 battle spell 85 Enemy army or navy in combat Applies Glacial Tomb for 30 days: movement speed, discipline, and naval damage done are reduced.
Summon Elemental Colossus Elementalist mastery 150 Friendly army in combat Applies Elemental Colossus for 30 days: siege ability and morale increase.
Plant Growth Druid T1 25 Province Applies a food and production boost, especially to laboring pops, but reduces extra goods from slaves.
Summon Dryads Druid T1 50 Province Adds a dryad-related province modifier: defense, food, and population capacity increase.
Plant Growth II Druid T2 50 Province Stronger plant growth effect that adds resources and food.
Nature's Bounty Druid T2 75 Province or realm Adds stability and food-oriented province support.
Nature's Bounty II Druid T3 150 Realm Applies a country modifier increasing population growth and food.

Melodian Spells

Melodian magic includes necromancy, curses, blood magic, fear, fire, and warlock battle magic.

Spell Path Base cost Target Effect
Curse Necromancer T1 75 Character Adds a random severe illness or curse-like condition.
Summon Warborn Necromancer T1 50 Army Summons or reinforces Warborn forces.
Hex Necromancer T2 75 Character Drains 3 health from the target and heals the caster by 2.
Curse II Necromancer T2 100 Character Adds the Skull Curse trait.
Raise Warborn II Necromancer T3 150 Province Adds a Warborn pop.
Rage Warlock T1 50 Caster or friendly character Grants a temporary martial boost.
Dark Offering Warlock T1 75 Friendly character and caster Trades injury or sacrifice for power.
Death Ray Warlock T2 50 Enemy force Damages an enemy unit by 25%.
Dark Visions Warlock T2 50 Character Gives a temporary Melodian warlock debuff trait for 180 days.
Dark Offering II Warlock T3 150 Character Grants martial power at the cost of a character's life.
Igniting Spark Melodian T1 battle spell 10 Enemy army or navy in combat Applies Igniting Spark for 30 days: morale is reduced.
Fireball Melodian T2 battle spell 30 Enemy army or navy in combat Damages a unit by 5% and applies Fireball for 30 days, reducing morale.
Plague Miasma Melodian T3 battle spell 75 Enemy army or navy in combat Applies Plague Miasma for 30 days: morale is strongly reduced.
Cataclysmic Eruption Warlock mastery 165 Enemy army or navy in combat Damages a unit by 30% and applies Cataclysmic Eruption for 30 days, reducing morale, discipline, and naval damage done.
Blood Curse Blood special 50 Character Injures the caster and gives the target the Blood Curse trait.
Hymn of Frailty Melodian offensive spell 25 Enemy army Applies Hymn of Frailty for 60 days: light infantry morale is reduced.
Cursed Rigging Warlock offensive spell 50 Enemy navy Applies Cursed Rigging for 365 days: navy speed and morale fall, and naval damage taken increases.
Fear Hex Necromancer offensive spell 75 Enemy army or navy Applies Fear Hex for 365 days: morale, morale recovery, and discipline are reduced.
Storm Wrack Warlock offensive spell 50 Enemy army or navy Applies Storm Wrack for 365 days: movement, morale, and naval durability are reduced.

Folk And Divine Spells

Folk Magic and religious magic are unlocked by culture, faith, or special conditions. These spells are often narrower than school magic, but can be extremely strong.

Spell Tradition Base cost Target Effect
Great Flare of the Setting Sun Sunset Elf folk 200 Enemy unit Destroys a target unit.
Blade Storm Alu-Sarian folk 50 Character Deals 2 health damage.
Steal Gnome folk 15 Character or realm Removes 25 gold from the target and adds 25 gold to the caster's country.
Stinging Nettles Thalmori Elf folk 25 Enemy force Damages a unit by 5%.
Serpentine Swords Ishtari folk 25 Enemy force Damages a unit by 5%.
Imperial Dragon's Claw Sovenerian folk 25 Enemy force Damages a unit by 8%.
Sword of Jaoz Zainudianism 50 Character Maims the target, or kills them if already maimed.
Hellas' Light Helluvianism 50 Character Blinds the target, or kills them if already blind.
Spectral Sabres Revant condition 25 Enemy force Damages a unit by 5%.
Blood Rush Blood Angel curse 25 Enemy force Damages a cursed target's unit by 25%.
Coils of the Serpent Snakefolk folk Varies Country Applies Coils of the Serpent for a year: enslavement efficiency increases.

Divine Blessings

Divine blessings are realm-wide spells that last one year.

Blessing Effect
Sword of Zanis Light and heavy infantry offense increase by 10%.
Light of True Faith Pop conversion speed increases by 25%.
Divine Ceremonies Population happiness increases by 5%.
Hand of Adaralu Population growth increases by 5%.
Golden Fingers of the Pharon National tax increases by 10%.
Arrows of Lavas Archers gain a 15% forest combat bonus.
Feast of Ugone National food production increases by 25%.
Magical Construction Build cost and build time are reduced by 10%.
Winds of Pedentrutzu Ship movement speed increases by 10%.
Hammer of Melodias Assault ability increases by 15%.

Friendly Battle Spells

These are cast on friendly armies or navies. They are practical combat tools rather than lore-school showcases.

Spell Effect
Battle Surge Morale increases by 25%.
Dread Omen Enemy morale decreases by 25%.
Heroic Resonance Morale increases by 50%.
Crushing Terror Enemy morale decreases by 50%.
Battle Hymn Morale increases by 20% and morale recovery by 10%.
Iron Resolve Discipline and naval damage done increase by 5%; naval damage taken decreases by 5%.
Spatial Rift Army movement speed increases dramatically.
Blessing of War Movement, morale, discipline, and naval combat performance improve.
Arcane Aegis Morale, discipline, and naval durability improve.
Battle Clarity Morale recovery and discipline improve.
Conjured Supply Supply limit and food output improve.
Spectral Boarders Naval damage, durability, morale, and movement improve.
Panic Rout Enemy morale and morale recovery collapse, and the enemy commander may be wounded.
Duel of Wills Caster and enemy commander contest directly; usually harms the enemy, but can backlash.
Command Confusion Enemy morale recovery, discipline, and naval striking power are reduced.
Blood Price Wounds both caster and enemy commander, damages an enemy unit, and weakens the enemy force.
Turn Feet to Mud Enemy movement, morale, and discipline are reduced.

Siege Spells

Siege spells target the besieged settlement or strengthen the besieging army.

Spell Effect
Breaching Tremor Reduces local defenses.
Wasting Rot Reduces garrison size and local food.
Storm of the Siege Improves the besieging army's assault ability and siege ability.
Burning Pitch Reduces local food, garrison size, and defenses.
Counterward Weakens local defenses, garrison size, and food.
Illusion Walls Strengthens local defenses and garrison size.
Igniting Spark Siege version reduces garrison size and food.
Corrosive Rain Siege version weakens local defenses.
Fireball Siege version reduces garrison size and food.
Seismic Tremor Siege version weakens local defenses and may add a breach.
Plague Miasma Siege version reduces garrison size and food.
Glacial Tomb Siege version weakens defenses and garrison size.
Cataclysmic Eruption Siege version heavily damages defenses and garrison size.

Source Notes

This page is based on the implemented spell options and modifiers in the Omniluxia mod files, especially events/zorgo_magic_events.txt, common/modifiers/SPELLS_mods.txt, common/scripted_effects/OMNI_magic_spell_effects.txt, and the spell localization files. Some older spell names remain as learning or unlock entries even where the current playable effect is represented through a newer battle, siege, or modifier implementation.