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Domes

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 Flames from the Sky. They differ in how they function, but casting every dome happens in the same way.

  1. Move the mage that will cast the Dome to the province you wish to protect.
  2. Cast the Dome spell of your choice.

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 Dome of Corruption will not be dispelled even if you lose the province. Since the Dome of Corruption has the side effect of slowly building up Horror Marks on anyone residing in the province this can act as a powerful deterrent from settling down in your previous province.

The Six Dome Spells in comparison

Here is a brief overview of the six Dome spells

Spell name Research Path Price Duration Underwater?
Dome of Flaming DeathEnchantment 7fire 448firegem +1 month +1/gem overcast No
Dome of Solid AirEnchantment 6air 5520airgemPermanent No
Frost DomeEnchantment 6water 5515watergem +1 month +1/gem overcast Yes
Dome of Arcane WardingEnchantment 6astral 4410astralpearl +1 month +1/gem overcast Yes
Forest DomeEnchantment 6nature 5510naturegemPermanent Yes
Dome of CorruptionBlood 7blood 44astral 4420bloodslave +1 month +1/slave overcast No

Here is a description of each individual spell and its effect.

Spell name Spell description Effect
Dome of Flaming Death 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.
Dome of Solid Air 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.
Frost Dome 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.
Dome of Arcane Warding 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.
Forest Dome 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.
Dome of Corruption 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.

Dome of Corruption

The Horror calling effect of the Dome of Corruption works as follows2):

  1. Every unit in the province, even if not a commander, has a (2 + sum of all non-holy paths)% chance to gain a horror mark. This does not affect Mindless commanders or those who are Slave Vessels.
  2. Each commander in the province has a (Number of Horror Marks * 10)% chance to be assassinated by a random lesser horror. The maximum possible chance of this is 50%.
1)
Analysis of Dominions 5.51b executable
domes.1613006184.txt.gz · Last modified: 2021/02/11 01:16 by joste