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dom6:banish [2025/09/30 19:49] fenrir |
dom6:banish [2025/11/25 20:33] (current) fenrir |
| * A fellow may accidentally banish //themselves// to **the Void** with the ??Returning?? spell, a {{path>S2}} [[Thaumaturgy]] of the 2nd level, though the spell is //meant// to [[teleport]] the caster to their nation's capitol. Likewise, the ??Vortex of Returning?? spell ({{path>S4}}, Thaumaturgy 7) has a small chance to banish any of the caster's allies instead of teleporting them. | * A fellow may accidentally banish //themselves// to **the Void** with the ??Returning?? spell, a {{path>S2}} [[Thaumaturgy]] of the 2nd level, though the spell is //meant// to [[teleport]] the caster to their nation's capitol. Likewise, the ??Vortex of Returning?? spell ({{path>S4}}, Thaumaturgy 7) has a small chance to banish any of the caster's allies instead of teleporting them. |
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| Note that ??Banish Demon?? isn't //really// a Banishing spell, but rather an [[instakill]] for [[Demon|Demons]]. | Note that ??Banish Demon?? isn't //really// a Banishing spell, but rather an [[instakill]] for [[Demon|Demons]]. ??Banishment?? isn't a Banishing spell, either. |
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| There are also [[item|Artifacts]] that do the job, on hit, though sometimes that's easier said than done. | There are also [[item|Artifacts]] that do the job, on hit, though sometimes that's easier said than done. |
| * For the Void, the base chance is **5% each turn**, and the chance to end up in a friendly province is determined by your Astral level; **10%, plus 20% per Astral level**. | * For the Void, the base chance is **5% each turn**, and the chance to end up in a friendly province is determined by your Astral level; **10%, plus 20% per Astral level**. |
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| Note that several [[item|items]] provide an increased chance to escape specific Planes; ??Lifelong Protection?? gives adds 10% to your chance to leave the Inferno, for example, while a ??Lightless Lantern?? adds 10% to your chance to leave the Void. | Note that several [[item|items]] provide an increased chance to escape specific Planes; ??Lifelong Protection?? adds 10% to your chance to leave the Inferno, for example, while a ??Lightless Lantern?? adds 10% to your chance to leave the Void. |
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| Units **cannot resist a Banishment spell**, but they //can// kill their would-be-Banishers outside of the spells' 35-square range. Alternatively, the spells' {{gems>2B}}-and-200-[[Fatigue]] cost can pose an issue once the casters can finally get in range; the former can be whittled down ahead of time, while the latter can cause physical damage to the caster if they've done any spellcasting beforehand. With all that said, the Banishment spells work wonders for winning against "thugs", "supercombatants", and Idol-type [[Pretender God|Pretender Gods]] who just won't die. | Units **cannot resist a Banishment spell**, but they //can// kill their would-be-Banishers outside of the spells' 35-square range. Alternatively, the spells' {{gems>2B}}-and-200-[[Fatigue]] cost can pose an issue once the casters can finally get in range; the former can be whittled down ahead of time, while the latter can cause physical damage to the caster if they've done any spellcasting beforehand. With all that said, the Banishment spells work wonders for winning against "thugs", "supercombatants", and Idol-type [[Pretender God|Pretender Gods]] who just won't die. |
| * If you have {{scales>Mi2}} on the local [[Scales]], demolishing a [[Laboratory]] has a chance to Banish the demolisher into the Void. | * If you have {{scales>Mi2}} on the local [[Scales]], demolishing a [[Laboratory]] has a chance to Banish the demolisher into the Void. |
| * A number of [[unique]] summons from [[Blood Magic]] can get annoyed or creative with commanders in the same province, resulting in a commander there being Banished. These include five of the **Ice Devils**, three of the **Heliophagi**, **??Buriol - Arch Devil??**, and **??Buer - Goat Sun??**. | * A number of [[unique]] summons from [[Blood Magic]] can get annoyed or creative with commanders in the same province, resulting in a commander there being Banished. These include five of the **Ice Devils**, three of the **Heliophagi**, **??Buriol - Arch Devil??**, and **??Buer - Goat Sun??**. |
| * __**??The Looming Hell??**__ adds the possibility for commanders to randomly "disappear", or to "strike a deal with Infernal powers", though many other events are made more likely during this [[Global Enchantment]]. In these events, the Banished fellow is guaranteed a pathboost from their Banishment; {{path>S1}} if they got sent to the Void, {{path>W1}} if they got sent to Kokytos, and either {{path>F1}} or {{path>H1}} if they got sent to the Inferno. | * __**??The Looming Hell??**__ adds the possibility for commanders to randomly "disappear", or to "strike a deal with Infernal powers", though many other events are made more likely during this [[Global Enchantment]]. In these events, the Banished fellow is guaranteed a pathboost from their Banishment; {{path>S1}} if they got sent to the Void, {{path>W1}} if they got sent to Kokytos, and either {{path>F1}} or {{path>H1}}* if they got sent to the Inferno. |
| * If you have [[Story Events]] enabled, a **Demon Cult** event chain can start in lands of [[Scales#Order-and-Turmoil|Order]], which can also lead to The Looming Hell's Banishment events. | * If you have [[Story Events]] enabled, a **Demon Cult** event chain can start in lands of [[Scales#Order-and-Turmoil|Order]], which can also lead to The Looming Hell's Banishment events. |
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| | //*Might be {{path>B1}}, or might have been that before Dominions 6.// |
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| === Deleterious Effects === | === Deleterious Effects === |
| * {{:independents:frost_fiend.png?nolink }} Each turn that you're in **Kokytos**, you take **1[[DRN|D]]20 [[Armor-Negating|AN]]** {{:abilities:resist_cold.png?14&nolink}}**Cold DMG**. The ??Grip of Winter?? [[Battlefield Enchantment]] is always active here. Each turn, you have a 75% chance to be mobbed by either 2[[DRN|D]]10 ??Unfrozen??, 1[[DRN|D]]20 ??Winter Wolf?? fellas, or 1[[DRN|D]]8 ??Frost Fiend??s. On the bright side, if you manage to get out and you don't have {{path>W4}}, you have a 10% chance to **gain +{{path>W1}}**. | * {{:independents:frost_fiend.png?nolink }} Each turn that you're in **Kokytos**, you take **1[[DRN|D]]20 [[Armor-Negating|AN]]** {{:abilities:resist_cold.png?14&nolink}}**Cold DMG**. The ??Grip of Winter?? [[Battlefield Enchantment]] is always active here. Each turn, you have a 75% chance to be mobbed by either 2[[DRN|D]]10 ??Unfrozen??, 1[[DRN|D]]20 ??Winter Wolf?? fellas, or 1[[DRN|D]]8 ??Frost Fiend??s. On the bright side, if you manage to get out and you don't have {{path>W4}}, you have a 10% chance to **gain +{{path>W1}}**. |
| * {{:nations:ma:rlyeh:thing_that_should_not_be.png?nolink }} Each turn that you're in **the Void**, you gain **1[[DRN|D]]6** {{:abilities:insane.png?14&nolink}}**[[Insane|Insanity]]**; which doesn't matter much while you're //in// the Void, but becomes a problem outside. Those with {{:abilities:void_sanity.png?14&nolink}}**[[Void Sanity]]** on their character sheet divide all their Insanity gains by their point value of the trait, though. Fighting in the Void is //terrible// without Void Sanity on your sheet, too. Each turn, you have a 15% chance to be mogged by various abominations. Getting out with less than {{path>S4}} has a 30% chance to **give you +{{path>S1}}, and 2[[DRN|D]]50 Insanity**. | * {{:nations:ma:rlyeh:thing_that_should_not_be.png?nolink }} Each turn that you're in **the Void**, you gain **1[[DRN|D]]6** {{:abilities:insane.png?14&nolink}}**[[Insane|Insanity]]**; which doesn't matter much while you're //in// the Void, but becomes a problem outside. Those with {{:abilities:void_sanity.png?14&nolink}}**[[Void Sanity]]** on their character sheet divide all their Insanity gains by their point value of the trait, though. Fighting in the Void is //terrible// without Void Sanity on your sheet, too. Each turn, you have a 15% chance to be mogged by various abominations. Getting out with less than {{path>S4}} has a 30% chance to **give you +{{path>S1}}, and 2[[DRN|D]]50 Insanity**. |
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| | These rolls are all open-ended (hence the capitalization of the "D"), meaning their results can be above the typical maximums. |