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rituals [2022/04/14 07:21] nunda [Effects] links |
rituals [2022/04/19 19:01] (current) rovsea [Basics] |
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====Basics==== | ====Basics==== | ||
- | Magic comes in two main forms: combat magic and ritual magic. Ritual magic is concerned with the casting of grand spells - think esoteric magic circles, weeks of mystical chanting, and the sacrifice of magic resources (or slaves!) in return for a tremendous effect. These are the spells that you cast on the strategic map of Dominions 5 and play a major role in almost every nation' | + | [[Magic]] comes in two main forms: |
In order to cast a ritual, you require four things: a mage with sufficient magic paths to cast the ritual; a laboratory to staff the mage in while they cast; the [[gems]] to fuel the ritual; and the [[research]] to know how to cast the ritual. | In order to cast a ritual, you require four things: a mage with sufficient magic paths to cast the ritual; a laboratory to staff the mage in while they cast; the [[gems]] to fuel the ritual; and the [[research]] to know how to cast the ritual. | ||
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The next turn, the mage will be once more set to the default Defend order, ready to carry out your next command. If, however, you select the ' | The next turn, the mage will be once more set to the default Defend order, ready to carry out your next command. If, however, you select the ' | ||
+ | Many rituals are constrained either by the terrain they can be cast in, or by the terrain they can target. Usually this restriction takes the form of not being able to target or cast ritual spells in underwater provinces (ex: ??Cloud Trapeze??), but sometimes a ritual is only able to be cast in a wasteland (ex: ?? | ||
====Globals==== | ====Globals==== | ||