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dom6:combat-magic [2025/01/18 13:41] sclavian Created the page as a stup with a lot of copying from the 5 version just so that the 6th wiki version isn't comepletely "naked" |
dom6:combat-magic [2025/01/18 13:58] (current) sclavian |
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- | ======Magic====== | + | ======Combat |
- | Magic is a key component of Dominions. It is one of the main articles | + | Battle [[magic]] can only be cast during |
+ | |||
+ | Some battle spells affect the whole battlefield | ||
- | =====Classifications / Overview===== | + | ===== Combat Magic Workflow |
- | Dominions 6 unlike its predecessors has nine paths of magic, subdivided into the four Elemental paths (the first four), the four paths of Sorcery (the last four) and the newly added Glamour magic: | + | When a mage attempts to cast a spell the game goes through a workflow to determine whether |
- | <WRAP group> | + | - The game checks if any potential targets are within range. |
- | <WRAP column quarter> | + | - The mage's current path level is checked to determine if the mage is able to cast the spell at all. |
- | {{: | + | - If the spell requires [[gems]], those are spent. If the mage has additional gems those may be spent to help cast the spell. The gems are consumed at the point of casting. |
- | {{: | + | - The casting point for the spell is calculated. It is approximately half the total casting time. |
- | {{: | + | - If the mage takes damage before the casting point a check is made to determine if the spellcast was interrupted. |
- | {{: | + | - The effect of a succesful spellcast is resolved. |
- | </WRAP>< | + | |
- | {{: | + | |
- | {{: | + | ==== Targets in Range ==== |
- | {{:misc: | + | Certain spells have specific requirements to who they can affect. E.g. ??Dust to Dust?? only affects |
- | {{: | + | |
- | </WRAP>< | + | When picking a target the mage will generally go for the square with the highest damage potential. This means that units with high [[units-attributes# |
- | {{:misc:magic: | + | * Note that the AI will regard units with high amounts of elemental resistance as being immune to spells of that damage type, even when they are clearly not. The AI might refuse to cast elemental damage spells if all possible targets have high elemental resistance. |
+ | |||
+ | ==== Current Path Level ==== | ||
+ | When a spell is being cast the current level of the mage determines whether the spell can be cast at all. The current level of the mage is the basic path level of the mage plus any kind of path-boosting effects currently affecting the mage. The path level of a mage can be boosted in a number of ways: | ||
+ | * Equipping | ||
+ | * Casting path-boosting spells such as ??Summon Earthpower?? | ||
+ | * Being a master in a [[communion]]. | ||
+ | * Using //one// gem to boost current path level by //one//. | ||
+ | |||
+ | Note that a mage can never boost paths outside their basic paths. A {{path>F1}} mage cannot equip ??Earth Boots?? to gain {{path> | ||
+ | |||
+ | ==== Gem Usage ==== | ||
+ | If the mage has [[gems]] in their inventory or blood slaves in their vicinity these can be used to fuel their spellcasting. In combat, gems may do one of three things: | ||
+ | * Some very powerful spells require gems to cast at all: Specifically, | ||
+ | * A mage may use a single gem per turn to increase his level in that path by one. For instance, an {{path> | ||
+ | * A mage may use additional gems to increase his level in that path further, but only for the purposes of reducing the fatigue incurred by spellcasting. For instance, an {{path> | ||
+ | |||
+ | {{template> | ||
+ | |||
+ | //Example:// Consider the Alteration 5 spell ??Maws of the Earth??, which requires an {{path> | ||
+ | * An {{path> | ||
+ | * An {{path> | ||
+ | * An {{path> | ||
+ | |||
+ | |||
+ | <WRAP column | ||
+ | ==== Casting Point ==== | ||
+ | |||
+ | The casting time detailed as a percentage of a round in the description of a spell is divided into two steps: the first half is spent by the mage preparing to cast the spell, the second half is spent recovering from the casting. The spell itself resolves somewhere in the middle, the **Casting Point**, at approximately half the casting time of the spell. | ||
+ | |||
+ | Of note is the fact that a spell does not resolve exactly at half its casting time. Instead, some randomness is involved: a spell will resolves at half its casting time plus or minus up to 15% of a round, linearly distributed ((According to [[: | ||
+ | |||
+ | <WRAP box 800px center> | ||
+ | <WRAP column 120px rightalign> | ||
+ | +/- up to 15% of a round | ||
</ | </ | ||
- | [[commander|Mage]]s will have certain levels of skill in one or more paths; for instance, a [[marignon-ma|Marignese]] ??Witch Hunter?? has Fire 2 Astral 1, while a ??Lich?? has Death 4. To cast a spell, a mage must have sufficient skill in all of its required paths to cast it. Thus the Marignon Witch Hunter could cast Fireball (requiring Fire 2), but not Astral Fires (requiring Fire 1 Astral 3). | ||
- | Each path contains many spells, divided into seven schools | + | // |
- | * [[Conjuration]] | + | * Among the {{path> |
- | * [[Alteration]] | + | * Others will cast their second spell right after ??Storm?? is up, and thus will be able to cast ??Thunder Strike??. |
- | * [[Evocation]] | + | |
- | * [[Construction]] | + | |
- | * [[Enchantment]] | + | |
- | * [[Thaumaturgy]] | + | |
- | * [[Blood Magic]] | + | |
- | Each school has nine levels; | + | <WRAP column 35px>{{ : |
+ | <WRAP column 35px>{{ : | ||
+ | |||
+ | ==== Interrupts ==== | ||
+ | |||
+ | During the preparation time mentioned in the previous section, the caster can be interrupted by taking damage. | ||
+ | |||
+ | The chance | ||
+ | |||
+ | <WRAP box 800px center> | ||
+ | <WRAP column 120px rightalign> | ||
+ | **/ 2** if [[Combat Caster]] or [[Mindless]] | ||
+ | </ | ||
- | For instance, the spell Blade Wind is an Evocation 4 spell that requires Earth 3 to cast. Once your nation has reached Evocation 4 research, any mage with at least 3 levels in the Earth path can cast Blade Wind. | + | <WRAP group>< |
+ | <WRAP column 55px centeralign> | ||
+ | ==== Spell effect resolution ==== | ||
- | There are also {{misc: | + | When a spell has been succesfully cast the spell' |
+ | ==== Fatigue ==== | ||
+ | Just like attacking in combat, casting | ||
+ | * Each spell has a listed fatigue cost which a caster incurs when casting that spell. | ||
+ | * In other words, having an extra skill level means the mage suffers only half fatigue. | ||
+ | * Two extra skill levels means he suffers only 1/3 as much. | ||
+ | * Three extra is ¼, and so forth. | ||
+ | * Spellcasters also incur fatigue equal to their base [[Encumbrance]] value + 2 x Encumbrance value of any armor worn for each spell cast. This is not subject | ||
+ | * Finally there is a random component that might increase the fatigue cost of a spell. | ||
- | Additionally as a new addition | + | Various factors may affect this basic calculation: |
+ | * Fighting in Cold or Heat without Cold or Fire resistance gives a penalty to encumbrance. | ||
+ | * Casting | ||
+ | * Some effects might incur a fatigue penalty to spellcasters. Most notably Fire spells cost double when cast during | ||
- | [[Gems]] are the magical currency required for performing [[rituals]] and forging [[items|magic items]]. They can also be used to perform more potent [[combat magic]], as well as reduce spellcasting fatigue in combat and cast spells with a higher path requirement than a mage might normally be able to. In practice, they are a critical resource for leveraging research into actual progress in a game. | + | {{template> |
- | =====Strategy===== | + | Spells that reduce fatigue, like ?? |
- | Magic is the heart of Dominions, and the player who uses their nation' | + | <WRAP column 35px>{{ : |
- | * Recruit a great many mages, typically one per fort per turn if gold allows | + | ===== Communions ===== |
- | * Identify key schools to research that contain strong spells of your nation' | + | Joining |
- | * Use these recruitable mages in combat to win battles; an army without magical support will generally be crushed by one with it | + | |
- | * Search for sites to increase gem income | + | |
- | * Forge [[Magic Boosters|booster]] items which increase mages' levels in their paths, unlocking access to more powerful items and spells | + | |
- | * Use these boosted mages to cast the most powerful rituals and battlefield spells | + | |
- | Since a nation' | + | |
+ | {{template> |