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dom6:holy

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Holy

Holy is an unusual path of Magic, even more different from the Elemental and Sorcerous paths than Blood. "Holy Mages" are called Priests, and holy magic sites are known as Sacred Sites.

Holy magic is powered by faith, rather than by the turning of the Spheres or magic rocks. It's a bit like Blood in this regard, powered by those involved in it; Pretender Gods cannot use it, for example, since they don't pray to anyone. Holy magic also doesn't provide Research points for understanding spells of the other nine paths. Despite all of these shortcomings, Holy is a critical path, especially outside of battle.

Combat Magic

Priestly spells are classified in the school of Divine Magic; which, like in Dungeons & Dragons, is not discovered but granted. The capabilities of a Priest are as follows:

  • holy 11 (An unskilled Priest, or one not well respected): This is the minimum skill level for Blessing the faithful, and for Banishing the Undead.
  • holy 22 (A High Priest, Bishop, or equivalent): Boosting Morale, and Striking the purest enemies of the faith; Demons, zealous heathens, and those who would dare strike the priest.
  • holy 33 (A Prophet, Arch-Bishop, or equivalent): Smiting individual sinners with holy might, and far-more-effective blessings.
  • holy 44 (An established religion's well-respected leader): Far-more-effective Morale-boosting.
  • holy 55 (A highly esteemed, Messianic figure in the religion): Boosting the Holiness of lesser priests in accord.

Banishment and Smite are colored by the sort of godly powers the Priest's Pretender God has. If the Pretender God has 4 or more levels in a magic path, this is reflected in these divine spells. If the Pretender God has multiple paths above that threshold of power, the one with the highest skill level is preeminent; if there's a tie, the leftmost one is used.

Strategic Map Magic

There aren't any Rituals in the school of Divine Magic, and there are very few national rituals that require Holiness. However, Priests have many functions in the strategic map that take an entire turn; you could view these as Rituals, or perhaps more similarly to other functions.

Priests can Preach the Word of God to spread their Pretender's Dominion in their province. The chance of success is 30% times the Priest's level, -5% for every point of hostile Dominion in the province (down to a minimum of 5%), with chances over 100% being treated as one guaranteed chance (per 100%) and another sub-100% chance. If a Temple is there, the chance is increased by 15%. The ceiling for how high they can push local Dominion is twice their Priest level, plus 1 if there's a Temple.

Priests can also expedite victory in-game by Claiming Thrones of Ascension. In games where the goal isn't specifically to destroy your opposition, these Sacred Sites scattered across the map will be the victory condition, but merely having them within your borders is not good enough. Claiming a Throne is a turn-long process that can be done by either the Pretender God's physical body (sitting on the thing), or a holy 33 or holier representative. If you're really lazy, a random event in Dominion strength6 or higher (two in Dominion strength8, three in Dominion strength10) may feature the local populace or the province itself doing the job for you, but hoping for a province-specific random event isn't a great idea.

dom6/holy.1715366939.txt.gz · Last modified: 2024/05/10 18:48 by fenrir