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dom6:magic

Magic

Magic is a key component of Dominions. It is one of the main articles of differentiation between nations and is crucial to success beyond the early game. It is powerful, varied, and pervasive.

Classifications / Overview

Dominions 6 has ten magic paths. Nine of these are arcane magic, thus requiring Research into new spells but also enabling that Research, while the tenth is divine magic and merely requires priestly authority. Pretender Gods and Disciples cannot use divine magic, but they can freely purchase levels in the other nine paths. Eight of the arcane paths are closely-knit, though separated into two broad categories:

The Elements
Fire
Air
Water
Earth

The Sorceries
Astral
Death
Nature
Glamour

The other two paths are considered separate, and have their own spell schools:

Blood ← Practitioners are Blood Mages, and get their spells through Research in Blood Magic.

Holy ← Practitioners are Priests, and use Divine Magic. Most do not gain Research ability from their Holy levels.

On stat sheets, the order is Fire, Air, Water, Earth, Astral, Death, Nature, Glamour, Blood, Holy. Most guides and the wiki also use this order.

Spell Schools

Spells cast in Dominions come from one of eight schools. The elemental and sorcery magic paths allow the casting of spells from these six schools:

  • Conjuration → Drawing powers into this realm. (Usually summoning units.)
  • Alteration → Changing the physical world. (Usually changing units somehow.)
  • Evocation → Projecting power into space. (Usually shooting spells.)
  • Construction → Assembling or refining items.
  • Enchantment → Imbuing beings with magic. (Usually giving units additional traits.)
  • Thaumaturgy → Molding the fabric of magic. (A variety of spells, often dealing with the mind of units.)

The other two schools are:

  • Blood Magic → Sacrificing slaves to power spells.
  • Holy → Magic from the understanding and worship of a pretender. Cannot be researched.

This isn't to say that the eight primary paths are useless for Blood Magic, nor is it to say that Blood and Holy levels are useless for these six schools. Sometimes, spells require both elemental or sorcery paths and Blood or Holy paths.

Research within the seven schools that require it (Conjuration, Alteration, Evocation, Construction, Enchantment, Thaumaturgy, and Blood Magic) increases your entire faction's understanding of magic, increasing the number of spells available to all spellcasters. (All Holy spells are available from the beginning.)

Ability to cast spells is an individual matter, however, determined by the individual spellcaster's levels in each of the ten paths. The nation may have researched to the highest levels of Alteration and gained access to the spell Wish, but very few mages have the astral 99, (nine levels in Astral), to cast it.

How to Cast Spells

To cast a spell your faction knows, you must have the required levels, at least. For example, a fire 11 Initiate can cast Fire Darts, a fire 11 spell. He cannot cast Fireball, however, because that is a fire 22 spell.

Many spells have a secondary path, which is also needed. For instance, a water 33 Hydromancer cannot cast Geyser, a water 11fire 11 spell. He has more than enough power/skill with water magic, but he doesn't even know where to begin with the fire part of the spell.

For mages who lack the levels they need, they may boost up with spells and items. These cannot boost paths the mages have no levels in, however; holding a Thistle Mace will not give a mage a Nature level unless they have at least nature 11 (one level as a nature mage), for instance. They may also try Empowerment, which isn't considered a boost but rather an increase to their innate magical ability, but it comes at a great cost.

Gems (for Combat Magic)

If a mage has some skill in the spell's one-to-two paths, but not enough skill in the spell's primary path, they can fill the gap with gems. This may only close a one-level gap. For instance, a fire 11 Initiate with 2firegem can cast Fireball (a fire 22 spell) by expending one fire gem, but he cannot spend two fire gems to cast a fire 33 spell such as Falling Fires.

Gems can also be used to reduce the physical or mental strain of spellcasting. All spells generate Fatigue, and a mage cannot cast (or do anything, really) if they have 100 or more Fatigue. If a mage with more than the necessary levels in the spell's primary path casts a spell, however, the spell generates less Fatigue. If the mage has not already expended a gem to meet the spell's level requirement, they may (if allowed to) expend a gem to boost their level for Fatigue-reduction. Many spells are stronger if cast with a higher-than-required path level.

Note that, even for high-level mages, many spells have a required gem cost. For example, Summon Fire Elemental is a fire 33 spell that requires 1firegem. A fire 22 mage such as an Anathemant Salamander may spend 2firegem to cast the spell, while a fire 33 mage such as an Anathemant Dragon may spend only 1firegem to cast the spell (but may spend 2firegem instead to reduce Fatigue, if allowed to), but a fire 44 mage such as an Anointed of Rhuax must also spend 1firegem.

Also note that, in battle, mages may only expend as many gems at once as their level in that path. For example, Earthquake is a earth 44 spell that costs 3earthgem. An Oracle of the Ancients may have earth 44 (four levels as an earth mage), in which case they can cast the spell, possibly spending the maximum 4earthgem to reduce the Fatigue they accrue. If the Oracle has only earth 33, however, they cannot cast the spell; they may only spend 3earthgem at once, so they cannot spend a fourth earth gem to close the level gap.

Casting Rituals

Rituals are different from spells in combat. Cast on the strategic map, they are elaborate (for the mages) and time-consuming, taking an entire turn and requiring one or more gems. They also have to be cast at a Laboratory.

Due to the time required, the rules for how gems affect combat spells do not apply to rituals. The only effective path-boosts for rituals come from items, other rituals, and some magic sites.

Indirect Magic

Merely having power or skill in a path confers some benefits. Most offer some innate leadership ability, though largely only for magic beings. Understanding of certain paths will lengthen a mage's youth by an additive 50%, too; Death for the Undead, Earth for Inanimates (who aren't Undead), Blood for Demons (who aren't Undead or Inanimate), and Nature for everything else. For those whose youth would be extended by Nature, knowledge of Fire will cause them to reach old age faster; a subtractive 5% per level.

On top of this, almost every arcane path offers a set bonus when level 3 is attained (generally considered "mastery" in game), and every arcane path offers a bonus when level 4 is attained (generally considered "god-like power" in game).

Path Leadership (multiples of 10) Mastery Bonus Godlike Skill Bonus
Regular (1), Magic (1) Fire Resistance (5) Fire Resistance (5)
Magic (1) Shock Resistance (5) Shock Resistance (5)
Magic (1) Cold Resistance (5) Cold Resistance (5)
Magic (1) +3 Natural Protection Affliction Resistance (1)
Magic (2) 8-o +1 Magic Resistance
Undead (5) Less deprecation from Old Age +10 Morale
Magic (1) Poison Resistance (5) Poison Resistance (5)
Magic (1) False Damage Regeneration (1/round) True Sight
Magic (1), Undead (1) +5 Hit Points +5 Hit Points

On top of the above, Nature mages generate 10 units of Supplies times their skill level.

Distribution

These tables will show what each age, and what each nation in that age, has on its recruits (or its national summons, if a nation without recruits). Paths with a less-than-10% chance are not included.

The Early Ages

Nation Total
Arcoscephale232220400116
Mekone322300000212
Pangaea001200422213
Ermor311123100315
Sauromatia001014202111
Fomoria041103130215
Tir na n'Og012100340213
Marverni001330200211
Ulm111301300111
Pyrène032300200111
Agartha202402000311
Abysia400110002311
Hinnom320331203118
Ubar430210021114
Ur023312400318
Kailasa004420220115
Lanka030002223214
T'ien Ch'i223221220218
Yomi310304100113
Caelum141102000211
Mictlan202020203314
Xibalba210204204217
C'tis001014200311
Machaka300303320216
Berytos333210003217
Vanheim130301032215
Helheim120304030215
Niefelheim004013123216
Rus330110200212
Muspelheim420012122216
Pelagia014120200313
Oceania013200420214
Therodos123301400216
Atlantis203410000313
R'lyeh004142110316

The Middle Ages

The Middle Ages has some weirdness: a nation who has to summon all of their mages, and a nation whose third and fourth arcane paths are in 5% chances. That's not all that differentiates it from the other eras, though.

Nation Total
Arcoscephale202240100215
Phlegra422302100115
Pangaea001300412213
Asphodel001103420213
Ermor211124000314
Sceleria011033000311
Pythium132040000313
Man111200430113
Eriu122200340216
Agartha101402000311
Ulm10020000025
Marignon410130000312
Pyrène120200304214
Abysia300130004314
Ashdod300334000215
Na'Ba430210130216
Uruk013140200314
Ind201232203318
Bandar Log001140300110
T'ien Ch'i223220220217
Shinuyama302303200114
Caelum143011000111
Nazca220222100314
Mictlan222030300315
Xibalba014302202216
C'tis002013300312
Machaka300302330216
Phaeacia043120020214
Vanheim130301032215
Vanarus232102222218
Jotunheim003023233218
Nidavangr022133201115
dom6/magic.txt · Last modified: 2024/04/27 22:20 by fenrir