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conjuration [2022/04/20 22:51]
fenrir
conjuration [2023/11/23 07:58] (current)
fenrir [Non-Summon Combat Magic] most spell descriptions
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   * ??Phoenix Power?? boosts {{:misc:magic:fire.png?15&nolink}}Fire Magic & [[Fire Resistance]].    * ??Phoenix Power?? boosts {{:misc:magic:fire.png?15&nolink}}Fire Magic & [[Fire Resistance]]. 
-  * ??Summon Storm Power?? boosts {{:misc:magic:air.png?15&nolink}}Air Magic, but only under a Storm.+  * ??Summon Storm Power?? boosts {{:misc:magic:air.png?15&nolink}}Air Magic, but only under a Storm. (If cast without storm, the caster //will// get the boost if a storm starts later in the battle.)
   * ??Summon Water Power?? boosts {{:misc:magic:water.png?15&nolink}}Water Magic, but only underwater.   * ??Summon Water Power?? boosts {{:misc:magic:water.png?15&nolink}}Water Magic, but only underwater.
   * ??Summon Earthpower?? boosts {{:misc:magic:earth.png?15&nolink}}Earth Magic & [[Reinvigoration]].   * ??Summon Earthpower?? boosts {{:misc:magic:earth.png?15&nolink}}Earth Magic & [[Reinvigoration]].
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 **Conjuration 1** **Conjuration 1**
 ^ Spell             ^ Paths                      ^ Description  ^ Effect  ^ ^ Spell             ^ Paths                      ^ Description  ^ Effect  ^
-| ??Spirit Curse??  | {{path>D1}}\\ {{gems>1D}}                      +| ??Spirit Curse??  | {{path>D1}}\\ {{gems>1D}} //The caster summons a malign spirit from the underworld and coerces it to curse an enemy. In return, it is set free to wreak havoc on the living. The spirit never joins battle.//             Instantly applies a [[Curse]] to a single target. It never misses.        
-| ??Tangle Vines??  | {{path>N1}}                |                      |+| ??Tangle Vines??  | {{path>N1}}                | //Vines will ensnare anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.//\\ **Str +DRN vs 19 to get free. The difficulty is increased or decreased by the Growth/Death scale of the province and is also increased by +1 in Forests and reduced by -1 in Wastelands.**             Instantly [[Entrapment|Entraps]] in an AOE of 1, with the severity shown. Strength checks are possible immediately upon being Entangled and whenever the Entangled unit may take a turn.\\ For its relatively-short range, Tangle Vines is rather accurate.        |
  
 **Conjuration 2** **Conjuration 2**
 ^ Spell ^ Paths ^ Description  ^ Effect  ^ ^ Spell ^ Paths ^ Description  ^ Effect  ^
-| ??Summon Storm Power??       | {{path>A1}}                            +| ??Summon Storm Power??       | {{path>A1}}       //During a storm, this spell can be used to channel the power of the storm through the mage. This enables the mage to cast more powerful Air magic spells. This spell only works during a storm.//\\ **Grants [[Air]] magic bonus +1.**             Grants a +{{path>A1}} pathboost (akin to carrying a path-boosting item) in-battle, but only while the [[Battle Enchantment]] known as ??Storm?? is up. **It may be cast before Storm.**        
-| ??Summon Water Power??       | {{path>W1}}                    |         |+| ??Summon Water Power??       | {{path>W1}}       //The mage gathers power from the surrounding water to enable him to cast more powerful Water magic spells. This spell can only be cast underwater.//\\ **Grants [[Water]] magic bonus +1.**              Grants a +{{path>W1}} pathboost (akin to carrying a path-boosting item) in-battle, but may only be cast [[underwater]].         |
  
 **Conjuration 3** **Conjuration 3**
 ^ Spell ^ Paths ^ Description  ^ Effect  ^ ^ Spell ^ Paths ^ Description  ^ Effect  ^
-| ??Summon Earthpower??        | {{path>E2}}                                    +| ??Summon Earthpower??        | {{path>E2}}               //The Earth will lend its endurance to the mage. All Earth spells will be less demanding to cast and the mage will be constantly invigorated by the Earth's power.//\\ **Grants [[Earth]] magic bonus +1 and [[Reinvigoration]] +4.**             Grants a +{{path>E1}} pathboost (akin to carrying a path-boosting item) in-battle, along with the listed trait. The Reinvigoration is still passed on to Earth-less [[Communion]] Slaves.      
-| ??Phoenix Power??            | {{path>F2}}                            |         | +| ??Phoenix Power??            | {{path>F2}}               //This spell enables the mage to cast more powerful Fire spells and also grants him resistance to fire.//\\ **Grants [[Fire]] magic bonus +1 and [[Fire Resistance]] +5.**             Grants a +{{path>F1}} pathboost (akin to carrying a path-boosting item) in-battle, along with the listed trait. The Fire Resistance is still passed on to Fire-less Communion Slaves, though it doesn't [[Stacking Effects|stack]] with most other sources of the resistance.         | 
-| ??Power of the Spheres??     | {{path>S1}}\\ {{gems>1S}} |              |         |+| ??Power of the Spheres??     | {{path>S1}}\\ {{gems>1S}} | //This spell makes the caster more powerful in all paths of magic.//\\ **Grants a +1 bonus to all magic paths**             Grants a +{{path>F1A1W1E1S1D1N1B1H1}} pathboost in-battle; though, since it's akin to a path-boosting item, only paths those affected by the spell already //have// will be boosted.         |
  
 **Conjuration 4** **Conjuration 4**
 ^ Spell ^ Paths ^ Description  ^ Effect  ^ ^ Spell ^ Paths ^ Description  ^ Effect  ^
-| ??Maggots??                          | {{path>N1}}\\ {{gems>1N}}                        +| ??Maggots??                          | {{path>N1}}\\ {{gems>1N}}   //The mage conjures thousands of maggots, which will start to feed upon an undead being. The maggots will slowly but surely consume the undead. Large undead can survive the maggots by removing them after they have become satiated. Ethereal undead are rarely affected by the spell.//\\ **An unresistable poison effect that only targets undead.**             Instantly afflicts an Undead foe with 50 **nonmagical** AN [[Poison Damage|Poison DMG]], at somewhat-short range. It never misses, except against [[Ethereal]] foes, who will dodge the spell 75% of the time. Since all Undead possess 25 [[Poison Resistance]] at base, you can expect around 25 actual poison damage to be applied.\\ It works underwater, where something else eats the undead.        
-| ??Strength of Gaia??                 | {{path>N3E1}}                                    +| ??Strength of Gaia??                 | {{path>N3E1}}               //The caster connects himself with the might of the living Earth. This connection gives him regenerative abilities, increased strength, a rougher skin and increased Nature magic power.//\\ **Grants [[Nature]] magic bonus +1, [[Regeneration]] 10%, Barkskin and +4 str.**             Grants a +{{path>N1}} pathboost (akin to a bath-boosting item) in-battle, along with the effects of ??Personal Regeneration??, ??Barkskin??, and [[Strength of Giants]] (for those affected). The specific variety of Regeneration doesn't work for the [[Inanimate]].        
-| ??Light of the Northern Star??       | {{path>S3}}\\ {{gems>2S}}                        |+| ??Light of the Northern Star??       | {{path>S3}}\\ {{gems>2S}}   //This spell makes all wizards on the battlefield more powerful in Astral magic.//\\ **Astral magic bonus +1 to entire battlefield**             A [[Battle Enchantment]] that provides a +{{path>S1}} pathboost (akin to a path-boosting item) to everyone in-battle. This works underwater and in caves, suggesting that the light comes from the caster.          |
  
 **Conjuration 5** **Conjuration 5**
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 | ??Vermin Feast??         | {{path>N4}} \\ {{gems>6N}}       | //The caster makes vermin like rats and cockroaches (or shrimps and crabs) attracted to the supply stores of a besieged castle. The vermin will make sure that the supplies do not last very long. The more gems spent in this ritual the longer it will last. Having more than one Vermin Feast ritual active on the same province will not add to the effect and the ritual has no effect on an unbesieged castle.// \\ **Doubles the supply loss in a besieged castle.**             | An attack Ritual with a 4-province range, causing an event each turn that it's active (with a default of one turn) that doubles the supply loss of the besieged castle. The duration is increased by one turn for every additional [[Gems|{{:misc:magic:naturegem.png?nolink}}]] put into it. As mentioned in the description, multiple castings will not stack, and this does nothing to an un-besieged castle.       | | ??Vermin Feast??         | {{path>N4}} \\ {{gems>6N}}       | //The caster makes vermin like rats and cockroaches (or shrimps and crabs) attracted to the supply stores of a besieged castle. The vermin will make sure that the supplies do not last very long. The more gems spent in this ritual the longer it will last. Having more than one Vermin Feast ritual active on the same province will not add to the effect and the ritual has no effect on an unbesieged castle.// \\ **Doubles the supply loss in a besieged castle.**             | An attack Ritual with a 4-province range, causing an event each turn that it's active (with a default of one turn) that doubles the supply loss of the besieged castle. The duration is increased by one turn for every additional [[Gems|{{:misc:magic:naturegem.png?nolink}}]] put into it. As mentioned in the description, multiple castings will not stack, and this does nothing to an un-besieged castle.       |
 | ??Acashic Record??       | {{path>S2}} \\ {{gems>10S}}      | //This spell lets the caster access the acashic records to find out the history for one nation. The spell must be targeted on a capital to give any useful information.//             | Provides the event history of the selected province, viewed by pressing "I" while the province is selected, from up to 10 provinces away. If cast on a capital, it also provides its original owner's score graphs.        | | ??Acashic Record??       | {{path>S2}} \\ {{gems>10S}}      | //This spell lets the caster access the acashic records to find out the history for one nation. The spell must be targeted on a capital to give any useful information.//             | Provides the event history of the selected province, viewed by pressing "I" while the province is selected, from up to 10 provinces away. If cast on a capital, it also provides its original owner's score graphs.        |
-| ??Winged Monkeys??       | {{path>N3S2}} \\ {{gems>10N}}    | //The caster summons a troop of winged monkeys and sends them away to fetch a commander from a distant land. The monkeys will try to grab and fly away with the helpless commander, but will attack if the target is too heavy. The monkeys are afraid of mages and will never try to snatch a mage from the ground. The monkeys leave after they have accomplished their mission.//             Carries a non-Mage [[Commander]] from up to 5 provinces away to the caster's province, but not over underwater provinces. The ??Winged Monkey?? carriers are Independentand will attempt an [[Assassination]] if the target is too heavy to lift. Not much is known for sure about this Ritual.       |+| ??Winged Monkeys??       | {{path>N3S2}} \\ {{gems>10N}}    | //The caster summons a troop of winged monkeys and sends them away to fetch a commander from a distant land. The monkeys will try to grab and fly away with the helpless commander, but will attack if the target is too heavy. The monkeys are afraid of mages and will never try to snatch a mage from the ground. The monkeys leave after they have accomplished their mission.//             A remote [[Assassination]] spell that sends 8 **Independent** ??Winged Monkey??s to a non-Mage [[Commander]] or Priest up to 5 provinces away from the caster's province, though not over underwater provinces. If the target is Size 3 or smallerthe Monkeys stop after bringing the target to 100 [[Fatigue]], and will carry them to the caster\\ [[Winged Monkeys|This spell has a page!]]       |
  
 **Conjuration 6** **Conjuration 6**
 ^ Spell ^ Paths ^ Description  ^ Effect  ^ ^ Spell ^ Paths ^ Description  ^ Effect  ^
-| ??Acashic Knowledge??       | {{path>S3}}                            +| ??Acashic Knowledge??       | {{path>S3}}\\ {{gems>25S}}       //This spell lets the caster tap information from the memory of the Spheres to reveal the presence of all magical sites in a given province. The spell cannot be used to find magic sites in enemy provinces.//             A [[Sites|Site]]-searching Ritual with a 10-province range. (**All** paths, even {{:misc:magic:holy.png?14&nolink}})        
-| ??Locust Swarms??       | {{path>N3}}                    |         |+| ??Locust Swarms??       | {{path>N3}}\\ {{gems>8N}}                    |         |
  
 **Conjuration 7** **Conjuration 7**
conjuration.1650495102.txt.gz · Last modified: 2022/04/20 22:51 by fenrir