Wiki:
Bauble of Brilliance
Divine For MineralsCircles: Earth, Mentalism
Descriptor: Mind-Affecting
Tier: 3
Research Cost: 600
Casting Cost:180
Power Increase Cost: -
Area of Effect: Single City
Duration: Persistent
Maintenance Cost: 1 Mana Per Turn
Spell Resistance: -
Allows Savings Throw: -
Applicable Saving Throw: -
Saving Throw Effect: -
Effect: City Buff
Increase Effect: -
The caster divines a magnificently brilliant jewel from the depths of the earth and transports it out with magic. Henceforth the jewel is placed in one of his cities, causing the unrest in the city to plummet as the inhabitants are awed by its splendor. This provides a 50% bonus against unrest in the target city.
Forums:Circles: Earth, Mentalism
Description: Creates a low-level beneficial mineral(iron, gold, etc) in a world-tile, so long as upkeep is paid.
Veins of Power discussion here
Roots of Power discussion hereCircles: Earth / Mentalism or Biomancy
Description: Enchanted city produces +1 mana point for each tile of mountain in its area of influence. (this spell has no upkeep cost)
Stream of Power discussion hereEarth/Mentalism or Biomancy
Enchanted city produces +1 mana point for each tile of forest in its area of influence. (this spell has no upkeep cost)
Placate the Masses discussion hereEarth/Mentalism or Biomancy
Enchanted city produces +1 mana point for each tile of river in its area of influence. (this spell has no upkeep cost)
Charm Titan discussion hereCircles: Earth / Mentalism
Description: Unrest in enchanted city is reduced by 2 for each tile of Gemstones, Gold, Silver, or Pearls that are in its area of influence.
Cognizance discussion hereCircles: Earth / Mentalism
Description: The chances target Titan joins your side increase 50%.
Earth AwarnessCircles: Earth / Mentalism
Description: You know what strategic/global spells your opponents are casting.
Gravitybond discussion here(Earth, Mentalism) : the location of all cities (with what information (size, owner, race, ...) is to be decided) is displayed on the map.
Nature's Eye via circle change discussion hereCircles: Earth / Mentalism
Description: All creatures with flying lose flying.
Emerald of Brilliance discussion hereCircles: Earth? / ?
Description: Increase the scouting radius of target city.
Builder's Resolve via circle change discussion hereCircles: Earth, Mentalism
Description: The caster divines the most perfect jewel from the depths of the earth and digs it out with magic. Henceforth the jewel is placed in one of his cities, causing the unrest in the city to plummet as the inhabintants are awed by its splendor.
Merchant's Resolve via circle change discussion hereCircles: Earth / Augmentation
Description: Increase production of enchanted city by 15%.
Dance of the MarionettesCircles: Earth / Augmentation
Description: Increase gold production of enchanted city by 15%.
Shallow Magic via circle changeEarth/Mentalism
Joins the populace of a city in harmonious union with their lands, boosting resource production. Prevents production of settler units in the city (no one wants to leave).
Illusonary Minerals discussion here?/Mentalism
Players can't infuse spells.
Mineral DivinationCircles: Earth, Mentalism
Description: Creates an illusion of a mineral. No benefit is gained from it, except fooling enemies.
Nature Awareness (MoM)Earth / Mentalism
The caster divines and conjures forth the requisite minerals to be able to produce one unit he otherwise could not build.
Earthen RumblesCircles: Earth / Mentalism
Description: Permanently reveals all unexplored tiles on the overland map (in all planes).
Reveals all enemy/neutral Cities and units except Invisible ones.
Steadfastness(Tactical) target unit hears loud rumbles from under the earth reducing its atk, AC, and spell casting skills by 80% if a Fort save is successful, the penalty is halved
Strands of Power(Tactical): Troops believe themselves to be as steady as the proverbial rock. Unit gains a bonus to saves versus enemy mind-affecting effects.
educate mineralsStrategic - Target City gains +1 Power for each _named_ terrain in its radius
strategic - upgrades mithral to adamant, or nothing to mithral. if cast on terrain creates the illusion of said mineral. if cast on a unit creates the illusion of the unit having weapons and armor of said mineral. after X (maybe 50 to start) turns illusion on unit becomes real, X*10 for terrain. every Y (10 probably) mana infused decreases X by Z (probably 1) number of turns. once real the spell no longer exists.