Dominions 3: The Awakening/Magic/Summoning

These ritual spells summon creatures to serve the caster. Creatures summoned by the caster might have abilities not available to recruit-able creatures and the most powerful and efficient summons can serve as SC or Thugs.

Summonable Troops
While the number and types of all summonable units are too great to deal with here in it's entirety, there are some notable beasts worth mentioning:


 * Conjuration:
 * Black Servant (Conj-1 D2, Cost 5D gems) Expensive in gems but it is available very early. Ethereal, Enc-0, cold and poison immune and life-stealing. Downside is Prot-0 and subject to banishment from priests, who are also available early.
 * Vine Man (Conj-1 N1, Cost 1N gem) 18 hp and poison immunity, otherwise meh. Vine men are notable because they can be summoned in large numbers very cheaply using an Ivy Crown.
 * Wyvern (Conj-2 A2, Cost 6A gems) mostly notable because of flying and poison/shock immunity, making them good for inclusion in airborne raiding parties. Wyverns can be got 3-for-the-price-of-1 when summoned by a Dragonmaster.
 * Kraken (Conj-3 W3, Cost 3W gems) 60 hp, 4x tentacle attacks and Darkvision. These guys are just begging to be buffed into something nasty.
 * Wight (Conj-3 D2, Cost 5D gems) 20 hp, Enc-0 and comes with a sheild and Bane Blade. Solid thug-able undead commander, if a bit squishy.
 * Vine Ogre (Conj-3 N3, Cost 2N gems) just a bigger version of a Vine Man with 45 hp. As with the latter, they are of primary of interest due to their low summoning cost with an Ivy Crown.
 * Winter Wolf, Spring Hawk, Summer Lion (Conj-4 ?3, Cost 10/20/30 gems) Summoned in groups of 5, the seasonal animals are notable for being Ethereal and for their respective elemental immunities and auras. The hawks can fly as well, making them good PD-raiders and mage-killers. The wolves are arguably quite cheap for what they bring to the field. When used vs the right enemies, these units can be considered as thugs.
 * Shade Beast (Conj-4 D3, Cost 20D gems) Summoned 15 at a time, these are some of the least expensive Ethereal troops. They have the standard undead immunities, can fight underwater, etc.
 * Hama Dryad (Conj-4 N3, Cost 8N gems) another inexpensive Ethereal unit with both Awe and Regeneration but very squishy. They are tricky to use on offense, because they lose 40% of their hp per turn outside their home province (Note: they heal hp back during battle).
 * Kithaironic Lion (Conj-4 N3E1, Cost 6N gems) Notable mostly for its high protection, when given the right buffs it starts to become interesting.
 * Bane Lord (Conj-5 D4, Cost 12D gems) yet another potential undead thug chassis with a cold aura.
 * Sea Troll and Troll (Conj-6 W3/E3, Cost 1W/E gem) Decent (45+) hp and Regeneration for a bargain gem cost. Trolls have lots of uses as meat-shields and bodyguards. The sea variety is amphibian. The problem with Trolls is that they actually require fairly expensive gold upkeep per turn, somewhat unusual in a non-commander. But with the right buffs they earn their keep.
 * Ether Warrior (Conj-6 S4D1, Cost 90S gems) quite expensive gem cost for 15 warriors. The greatest thing of note is they are Ethereal and each bears a magical Moon Blade, making them good counters vs other ethereal magical units.
 * Lamia (Conj-6 N3, Cost 4N gems) these aren't all that great fighters, but in female form they have life-stealing, while in serpent form they have 22 hp and 50% regeneration. As bodyguards to draw attention away from their charge, they might be tough to take down by normal troops.
 * Ghost (Conj-6 D2, Cost 9D gems) Ethereal, cold aura, life-drain and undead. The main problem with these guys is they are quite expensive unless summoned by a very powerful Death mage.

Basic Paths
Assuming item boosters were used to summon them, these magi will generally provide stronger magic in their respective paths:


 * Conjuration:
 * Kokythiad Conj5 requires W4D1 provides W3D3
 * Naiad Conj5 requires W3N1 provides W3N3
 * Streams from Hades Conj6 requires W4D1 provides W3D3
 * Troll King's Court Conj6 requires E3 provides E3
 * Sea King's Court Conj6 requires W3 provides W3
 * Ivy King Conj7 requires N4 provides N3
 * King of Elemental Earth Conj8 requires E5 provides E4
 * Queen of Elemental Air Conj8 requires A5 provides A4
 * Queen of Elemental Water Conj8 requires W5 provides W4
 * Enchantment:
 * Treelord Ench7 requires N5 provides N5, N4B1 or N4E1
 * Demi-Lich Ench8 requires D5 provides D4
 * Construction:
 * Golem Const7 requires S3E2 provides S2

Magic Diversification
A handful of summons even provide more options in terms of magic path diversification:


 * Conjuration:
 * Ether Lord Conj6 requires S4D1 Provides S3D2?1 (100% chance of Air, Astral, Death, Blood)
 * Spectre Conj6 requires D3 Provides D1?2 (100% chance of Astral, Death, Earth, Water)
 * Lamia Queen Conj6 requires N5D2 provides N1D2?2 (100% chances of Blood, Death, Nature, Water)
 * Mound Fiend Conj7 requires D3 provides D3H2
 * Faerie Queen Conj8 requires N5 Provides A3N3
 * King of Elemental Fire Conj8 requires F5 chance of providing F4E1 or F4
 * Tartarian Gate Conj9 requires D7 Provides ?5-7
 * Enchantment:
 * Hidden in Snow Ench6 requires W3D1 provides D1?4 (Small chance at Death, Earth, Water)
 * Hidden in Sand Ench6 requires E3D1 provides E1D2H2 (50% chance at +1D, one 100% chance at +2F/E/S, and one 50% chance at +1F)
 * Treelord Ench7 requires N5 chance of providing N5, N4B1 or N4E1
 * Blood:
 * Ice Devil Blood6 requires B3W3 68% chance of providing W3, 16% chance of providing W3S2, 16% chance of W2
 * Arch DevilBlood7 requires B4F2 80% chance of providing F4, 20% chance of providing F3S2
 * Heliophagus Blood8 requires B5 75% chance of providing F4B3, D4B3, D3B3
 * Demon Lord Blood9 requires B8 chance of providing A5D3B4, F4N4B4, F4E4B4, F5D3B4

Magic Diversification (National)
National Summons where summoned creatures have more paths than requirements.

Bandarlog, Land of Apes

 * Devata Conj8 requires S5 provides A3S2
 * Yakshini Conj4 requires N2W1 provides N1W3?1
 * Nagini Conj4 requires W2E1 provides W1E1N1
 * Nagaraja Conj5 requires W2E2 provides W1E1N1
 * Nagarishi Conj6 requires W3E3 provides W2E3S1N1?1

Caleum

 * Amesha Spenta Conj8 requires S5 provides one of 6 unique casters: E4N2H4, W4H3, A4E3H4, E2N3H3, N5H3, F5H3

Ermor Ashen Empire

 * Dusk Elder Conj0 requires D3 provides D3?1

Jomon

 * Dai Tengu Conj5 requires A2E1 provides A3E1N1
 * Dai Oni Conj 8 requires D4F1 provides D2F2E3?1
 * Kitsune Conj2 requires N2 provides N3?1
 * Nushi Conj5 requires W2N1 provides W3N2D1

Kailasa

 * Kinnara Conj6 requires S3 provides S2A2
 * Siddha Conj7 requires S4 provides S3A2
 * Devata Conj8 requires S5 provides S2A3
 * Yaksha Conj4 requires N2E1 provides N1E3?1
 * Yakashini Conj4 requires N2W1 provides N1W3?1

Marignon

 * Harbinger Conj6 requires S4 provides A3
 * Seraph Conj9 requires S7F2 provides S4F4A4 and A3

Marignon conquers of the sea

 * Fallen Angel Blood 7 requires B4S1 provides B3F3D3

Mictlan

 * Tiahuelpuchi Blood 6 requires B2 provides B2D1N1
 * Onaqui Blood 7 requires B4 provides B3D2N1?1
 * Couatl Conj6 requires N1S1 provides N3S3
 * Tialoque Conj7 requires W4 provides W4D2B3

Patala

 * Kinnara Conj6 requires S3 provides S2A2
 * Siddha Conj7 requires S4 provides S3A2
 * Devata Conj8 requires S5 provides S2A3
 * Yaksha Conj4 requires N2E1 provides N1E3?1
 * Yakashini Conj4 requires N2W1 provides N1W3?1

Pythium

 * Harbringer Conj6 requires S4 provides A3
 * Seraph Conj9 requires S7F2 provides S4F4A4 and A3

R'lyeh, Dreamlands

 * Void Spectre Conj6 requires S3 provides S4

Shinuyama

 * Dai Tengu Conj5 requires A2E1 provides A3E1N1
 * Dai Oni Conj 8 requires D4F1 provides D2F2E3?1
 * Kitsune Conj2 requires N2 provides N3?1
 * Nushi Conj5 requires W2N1 provides W3N2D1

Yomi

 * Dai Tengu Conj5 requires A2E1 provides A3E1N1
 * Nushi Conj5 requires W2N1 provides W3N2D1