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dom6:banish [2025/10/01 19:56] fenrir [Details, Perks, and Drawbacks] |
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. |