Contrary to the Ritual's description, it does not actually make the unit smarter. It simply lets you play with them directly.
5 and consumes 25 on use. Aside from the requirements, Divine Name's only difference from Gift of Reason is that it also works on the Mindless. Contrary to the name, it does not make the unit Sacred.is a Level 7 Thaumaturgy that requires
Divine Name is far-less redundant than it seems, since the Astral path provides you with a couple of effects that can give you units you'd much rather have as Commanders; Enslave Mind and Wish, to be specific. The former also happens to be a Thaumaturgy. On the other hand, Nature's equivalent to the former can give you Commanders. If you can cast both, you should cast Gift of Reason, simply because it's cheaper.
No, unless you're memeing. Gems aren't cheap. That being said, it does cut costs in a couple areas:
Several units can only be summoned as units, but have hidden magic paths that are activated upon having Divine Name or Gift of Reason cast on them. These include:
|Divine Name/Gift of Reason • Transformation • Twiceborn • Cure Disease
|Domes • Globals • Magic Phase Movement • Remote Attacks
|Cross Breeding • Elemental Royalty • Hidden Underneath/in Snow/in Sand • Infernal Breeding • Reanimation • Release Lord of Civilization • Ritual of Rebirth • Tartarian Gate
|Hell Power • Life after Death • Mossbody • Pain Transfer • Phoenix Pyre • Returning • Soul Vortex • Strength of Giants • Time Stop
|Armor of Achilles • Earth Grip • False Fetters
|Divine Magic • Magic Duel • Soul Slay
|Communions • Enslave Mind