Dominions 5 has six different spells that protect provinces from outside Ritual magic by creating a magical Dome of protection to surround the province in question. These spells can be invaluable in protecting your research centers from hostile attack spells such as Seeking Arrow or . They differ in how they function, but casting every dome happens in the same way.
Some domes are permanent upon cast, while others will have a set duration based on the amount of gems you put into the dome. The Domes stack and any previous Dome in place will not cancel any subsequent Domes cast, since the caster will be inside the first dome when casting the spell. Testing confirms this.
All Domes are invisible to other players and are dispelled if the province changes owner (after a successful siege) or the caster dies, with one notable exception: the Horror Marks on anyone residing in the province this can act as a powerful deterrent from settling down in your previous province.will not be dispelled even if you lose the province. Since the has the side effect of slowly building up
Additionally, the global enchantmentacts as a dome across all of the caster's provinces, with a (10 * Luck)% chance to prevent hostile spells (without affecting friendly spells).
The order in which dome checks proceed is as follows:
Here is a brief overview of the six Dome spells
|Enchantment 7||4||8 +||1 month +1/gem overcast||None, only retaliation||No|
|Enchantment 6||5||15 +||1 month +1/gem overcast||30% + retaliation||Yes|
|Enchantment 6||4||10 +||1 month +1/gem overcast||50%||Yes|
|Blood 7||44||20 +||1 month +1/slave overcast||75% + retaliation||No|
Here is a description of each individual spell and its effect.
|Spell name||Spell description||Effect|
|An invisible web of Fire magic is created over the entire province where this spell is cast. Any enemy spells cast into the protected province will trigger the deadly trap. A powerful blast of fire will find its way to the enemy mage and burn him and possibly also the laboratory to cinders. The more magic gems put into the spell, the longer the dome lasts. If the mage who cast the dome dies, the dome dissolves instantly. The dome does not stop enemy spells that pass through it, but it may stop the enemy mage from ever casting spells again.||Dome Trap: 2d20 AP fire dmg. The chance of lab burning down is 10% plus 1% for each misfortune scale in the targeted province1). Destruction of the lab does not cause rituals cast later in the turn to fail.|
|A dome made out of air is created over the entire province the mage is in. The dome will protect the province from many spells that originate outside the warded province. While undisturbed, the spell will last indefinitely, but if a spell passes through the dome, or if the mage who cast the dome dies, it will shatter instantly.||Dome Protection 80%. Destroyed if it fails to block a spell. Friendly spells will also be blocked.|
|A frost dome is created over the entire province where the spell is cast. Any spells cast into this dome will trigger the deadly trap. A powerful frost blast will find its way to the enemy mage and freeze him to death. Every spell cast into the dome has a 30 percent chance of being destroyed by the frost dome. The more magic gems put into the spell, the longer it will last. If the mage who cast the dome dies, it will dissolve instantly.||Dome Protection: 30%. Dome Trap: d15 AN cold dmg. Friendly spells will also be blocked.|
|An astral dome is created over the entire province that the mage is located in. The dome will protect the province from many spells that originate from outside the warded province. The more magic gems put into the spell, the longer it will last. If the mage dies, the dome dissolves instantly. The dome has a 50 percent chance of stopping each spell that tries to pass through it.||Dome Protection: 50%. Friendly spells will also be blocked.|
|Vegetation will grow into a dome that covers the entire province where the spell is cast. The dome will protect the province from many spells that originate outside the warded province. If left undisturbed, the forest dome will last forever. However, if a Fire spell is absorbed by the dome, it may catch fire and be destroyed. If the caster dies, the dome will wither and die.||Dome Protection 30%. Destroyed by Fire Spells. Friendly spells will also be blocked.|
|The caster seals a pact with Horrors. The Horrors create a dome that protects the province from most spells that originate from outside the warded province. Trying to cast a spell through this dome is very dangerous and might drive the casting mage insane. A good side effects of the dome is that it exudes magic and will raise the magic scales of the province considerably, making it easy for mages to do their research. The pact has a downside too, which will become apparent to mages living under the dome. The creators of the dome will occasionally attack and consume a mage. The dome will dissolve instantly if the caster of this ritual dies.||Dome Protection: 75%. Dome Trap: Feeblemind, magic resistance negates. Magic Scale +2. Friendly spells will also be blocked. Units in the province become horror marked and are very likely to be assassinated by lesser horrors.|
The Horror calling effect of the Dome of Corruption works as follows2):
|Rituals||Personal Enchantments||Divine Name/Gift of Reason • Transformation • Twiceborn • Cure Disease|
|Strategic||Domes • Globals • Magic Phase Movement • Remote Attacks|
|Summons||Cross Breeding • Elemental Royalty • Hidden Underneath/in Snow/in Sand • Infernal Breeding • Reanimation • Release Lord of Civilization • Ritual of Rebirth • Tartarian Gate|
|Combat Magic||Battlefield Enchantments|
|Buffs||Hell Power • Life after Death • Mossbody • Pain Transfer • Phoenix Pyre • Returning • Soul Vortex • Strength of Giants • Time Stop|
|Debuffs||Armor of Achilles • Earth Grip • False Fetters|
|Direct Damage||Divine Magic • Magic Duel • Soul Slay|
|Other||Communions • Enslave Mind|