Spells
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.