User Tools

Site Tools


magic

This is an old revision of the document!


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 5 and its predecessors have eight paths of magic, subdivided into the four Elemental paths (the first four) and the four paths of Sorcery (the last four):

Mages will have certain levels of skill in one or more paths; for instance, a Marignon 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 of magic:

Each school has nine levels; mages set to research will allocate their research points to the schools you choose, and eventually unlock higher levels of magic.

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.

There are also Holy spells, which have their own path (Priest levels) and school (the Divine school), and are exceptions to most general rules.

Gems are the magical currency required for performing rituals and forging 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.

Strategy

Magic is the heart of Dominions 5, and the player who uses their nation's mages most effectively has a large advantage. Mages are required to research higher-level spells and to cast spells in combat, so mage count determines both a nation's current and future power. Typically in any successful Dominions game a player will:

  • Recruit a great many mages, typically one per fort per turn if gold allows
  • Identify key schools to research that contain strong spells of your nation's paths (Fire nations like Summon Fire Elemental at Conjuration 5 for example)
  • 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 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's pretender will likely be a very powerful mage in its own right, a high-path pretender can often cast spells unavailable to a nation's mages. (Consider that the strongest spells require 6 to 9 levels in a path, but no nation can reasonably recruit mages with more than 4 in a path, and most nations don't even have these). Typically the most powerful spells and the most versatile booster items are cast and forged by pretenders, with a few exceptions.

Additionally, empowerment is an option to increase a single mage's paths, however due to its high gem cost it is generally an inferior option to forging or trading for booster items.

Example: MA Agartha
When designing a pretender, it is sometimes useful to ask yourself "What rituals would I like to cast, given the opportunity, but I can't with my national mages alone?" For instance, MA Agartha might want to cast Earth Blood Deep Well, requiring earth 66, but its national mages only have earth 44 access. There are three reasonably accessible booster items that boost Earth:

  1. Earth Boots (requires earth 22),
  2. Blood Stone (requires earth 22blood 33)
  3. Staff of the Elements (requires air 44earth 44 or fire 44water 44).

Agartha can forge Earth Boots, but has no native Blood or Air, and no way to get to fire 44water 44.

In order to cast Earth Blood Deep Well, an Agartha player can either take a pretender with earth 55 or better (who will wear Earth Boots to get to earth 66), or one capable of forging a Blood Stone or a Staff of the Elements (which can take one of its earth 44 national mages up to earth 66 along with Earth Boots). Alternatively they can take the long route of blood hunting in order to empower an earth 22 to earth 22blood 33 and forge a Blood Stone.

Magic Paths

An individual mage's access to magic depends on his paths. He will have one or more paths each at a given level, and all spells require a certain level in at least one path.

Having a path which exceeds the one required by the spell will decrease the fatigue necessary to cast a spell in combat, and may cause other aspects of the spell to increase, depending on the spell in question.

Indirect Magic Path Bonuses

Indirect Magic represents the arcane knowledge a mage possesses about any magic path in which he has skill, which lets him gain side effects just from being knowledgeable in that type of magic. Each path has a small effect on the stats of the unit in addition to access to magic.

Fire Resistance +5 at fire 33 and +2 for every additional level, Leadership +5, Magic Leadership +5, Reduced Max Age
Shock Resistance +5 at air 33 and +2 for every additional level, Magic Leadership +5
Cold Resistance +5 at water 33 and +2 for every additional level, Magic Leadership +5
Protection +3 at earth 33 and +1 for every additional level, Magic Leadership +5
Magic Leadership +10
Undead Leadership +30, +1 to existing fear (pretender gains fear 5 if they have death 55)
Poison Resistance +5 at nature 33 and +2 for every additional level, Magic Leadership +5, Supply Bonus +10, Increased Max Age
Undead Leadership +5, Magic Leadership +5

For example, a pretender with earth 44death 55 will gain +4 Protection, +20 Magic Leadership, +5 Fear, and +150 Undead Leadership (in addition to whatever bless effects they have).

Some of these matter more than others. Of particular note, the undead provided by death magic is a key component of undead armies, and the protection provided by earth magic can be used to create an awake expander.

Max age changes are done in 50% increments of the default max age, and depend on the type of creature: undead are affected by Death magic, inanimate creatures by Earth magic, demons by Blood magic and all others by Nature magic, in that order of priority. If your age is affected by Nature magic, every point in Fire magic reduces your max age by 5%.

Distribution

A breakdown of the magical paths available to each nation, and the number of nations with access in a magical path (in parenthesis a number of nations with a maximum access of 1, 2, 3, 4, 5).

These lists do not account for summonable units, event units, heroes, or levels that a Mage has a less-than-10% chance of having.

Early Ages

  • Fire access: 20/33 (2xfire 44, 7xfire 33, 6xfire 22, 5xfire 11)
  • Air access: 23/33 (4xair 44, 7xair 33, 5xair 22, 7xair 11)
  • Water access: 23/33 (4xwater 44, 7xwater 33, 6xwater 22, 6xwater 11)
  • Earth access: 28/33 (3xearth 44, 8xearth 33, 8xearth 22, 9xearth 11)
  • Astral access: 18/33 (1xastral 44, 2xastral 33, 6xastral 22, 9xastral 11)
  • Death access: 19/33 (5xdeath 44, 4xdeath 33, 5xdeath 22, 5xdeath 11)
  • Nature access: 23/33 (5xnature 44, 2xnature 33, 12xnature 22, 4xnature 11)
  • Blood access: 12/33 (1xblood 44, 5xblood 33, 4xblood 22, 2xblood 11)
Nation Total
Arcoscephale2322204015
Ermor3111231012
Ulm111201208
Marverni001330209
Sauromatia0010142210
T'ien Ch'i2232212014
Machaka3003033012
Mictlan2020202311
Abysia400110028
Caelum141102009
C'tis001014208
Pangaea0022004210
Agartha2024020010
Tir na n'Og0421003010
Fomoria0411031010
Vanheim1403010211
Helheim1303040112
Niefelheim0140132314
Rus3301102010
Kailasa0044202012
Lanka0300022310
Yomi3103041012
Hinnom3203312317
Ur0233124015
Berytos3332100315
Xibalba2102042415
Mekone3223000010
Ubar4302100111
Atlantis2034100010
R'lyeh0041421012
Pelagia0141202010
Oceania0132004010
Therodos1233014014

Middle Ages

  • Fire access: 24/36 (8, 9, 4, 3)
  • Air access: 21/36 (7, 5, 3, 6)
  • Water access: 27/36 (9, 8, 7, 2, 1)
  • Earth access: 29/36 (8, 12, 8, 1)
  • Astral access: 22/36 (3, 8, 6, 5)
  • Death access: 17/36 (3, 7, 5, 2)
  • Nature access: 23/36 (6, 7, 6, 4)
  • Blood access: 7/36 (0, 4, 2, 1)
Nation Total
Arcoscephale2022401011
Ermor2111240011
Sceleria011033008
Pythium1320400010
Man1312004011
Eriu0421003010
Ulm100200003
Marignon410130009
Mictlan2220303012
T'ien Ch'i2232202013
Machaka3003023011
Agartha101402008
Abysia3001300411
Caelum1430110010
C'tis002013309
Pangaea0013004210
Asphodel0012034010
Vanheim1403010211
Jotunheim0130233314
Vanarus2321022214
Bandar Log001140309
Shinuyama3023032013
Ashdod3003340013
Uruk0113402011
Nazca2202221011
Xibalba0143022214
Phlegra4223021014
Phaeacia2431200012
Ind2012322315
Na'Ba4402101012
Atlantis2052200011
R'lyeh0031411010
Pelagia1242202013
Oceania0132004010
Ys1432201013

Late Ages

  • Fire access: 17/26 (4, 9, 4)
  • Air access: 16/26 (6, 6, 4)
  • Water access: 19/26 (4, 8, 3, 4)
  • Earth access: 21/26 (9, 8, 3, 1)
  • Astral access: 24/26 (4, 14, 5, 1)
  • Death access: 19/26 (5, 7, 5, 2)
  • Nature access: 16/26 (5, 9, 2)
  • Blood access: 12/26 (3, 5, 3, 1)
Nation Total
Arcoscephale2022322013
Pythium2121223114
Lemuria011034009
Man130121008
Ulm110221119
Marignon3221201314
Mictlan2040202313
T'ien Ch'i0222222012
Jomon2232202013
Agartha2023130011
Abysia3001320413
Caelum1312030010
C'tis200114109
Pangaea011210308
Midgård030121119
Utgård0020332313
Bogarus2201310211
Patala0044202012
Gath2002222212
Ragha3320220214
Xibalba0143032215
Phlegra3213200011
Vaettiheim002012229
Atlantis1141230012
R'lyeh0031411010
Erytheia2232200011
magic.1616976138.txt.gz · Last modified: 2021/03/29 00:02 by naaira