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| Amplify Magic || 0.5x || Increases the mana cost of your next non-cooldown self spell by 200% and increases its duration by 150% (18 hours). || Lasts 6 hours, removed when a qualifying spell is cast, and cannot be used during protection
 
| Amplify Magic || 0.5x || Increases the mana cost of your next non-cooldown self spell by 200% and increases its duration by 150% (18 hours). || Lasts 6 hours, removed when a qualifying spell is cast, and cannot be used during protection
|}
 
 
=== Surreal Perception ===
 
 
Each Op comes with its own notification in the Recent News. For information ops, these notifications are as follows:
 
 
{| class="wikitable"
 
|-
 
! Op !! Text
 
|-
 
| Clear Sight || A magical presence was detected within our advisor's quarters.  Our wizards have determined that DOMINION (#X) was responsible!
 
|-
 
| Disclosure || A magical presence was detected within our hero's quarters. Our wizards have determined that DOMINION (#X) was responsible!
 
|-
 
| Revelation || A magical presence was detected within our towers. Our wizards have determined that DOMINION (#X) was responsible!
 
|-
 
| Vision || A magical presence was detected within our schools. Our wizards have determined that DOMINION (#X) was responsible!
 
|-
 
| Barracks Spy || A hostile presence was detected within our barracks. Our wizards have determined that spies from DOMINION (#X) were responsible!
 
|-
 
| Castle Spy || A hostile presence was detected within our castle. Our wizards have determined that spies from DOMINION (#X) were responsible!
 
|-
 
| Land Spy || A hostile presence was detected amongst our lands. Our wizards have determined that spies from DOMINION (#X) were responsible!
 
|-
 
| Survey Dominion || A hostile presence was detected amongst our buildings. Our wizards have determined that spies from DOMINION (#X) were responsible!
 
 
|}
 
|}
  
 
== Friendly Spells ==
 
== Friendly Spells ==
  
All friendly spells cost 3 % Wizard Strength to cast, and can only be cast by [[Monarchy#Court|Court Mages or Grand Magisters]], as well as between [[Guard|Shadow League]] members in the same realm.
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All friendly spells cost 4 % Wizard Strength to cast, and can only be cast by [[Monarchy#Court|Court Mages or Grand Magisters]], as well as between [[Guard|Shadow League]] members in the same realm.
  
 
{| class="wikitable"
 
{| class="wikitable"
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! Spell !! Cost Multiplier !! Effect !! Notes
 
! Spell !! Cost Multiplier !! Effect !! Notes
 
|-
 
|-
| Arcane Ward || 1.5x || +10 % WPA on target || Lasts 6 hours, has a 3 hour cooldown. The modifier stacks additively with other ones from e.g. Great Oracle.
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| Arcane Ward || 3x || +10 % WPA on target || Lasts 6 hours, has a 3 hour cooldown.
 
|-
 
|-
| Illumination || 1.5x || +10 % SPA on target || Lasts 6 hours, has a 3 hour cooldown. The modifier stacks additively with other ones from e.g. Guild of Shadows.
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| Illumination || 3x || +10 % SPA on target || Lasts 6 hours, has a 3 hour cooldown.
 
|-
 
|-
| Spell Reflect || 2x || Reflects the next War or Black Op spell || Lasts 3 hours, has a 3 hour cooldown. If activated, target will know who tried to Black/War Op them, even without Surreal Perception active.
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| Spell Reflect || 2x || Reflects the next War or Black Op spell || Lasts 3 hours, has a 3 hour cooldown.
 
|}
 
|}
  
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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
| Fireball || 3x || Kills 5% of unprotected peasants and destroys food. || This is a war-only black op. || See Vulnerability below.  
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| Fireball || 3x || Kills 5% of unprotected peasants and destroys food. 20 % chance to inflict Burning if at War.  || This is a war-only black op. || See Vulnerability below.  
 
|-
 
|-
| Lightning Bolt || 3.25x || Damages [[castle]] by destroying 1% of unprotected resources invested in keep, forges, and walls. || This is a war-only black op. || See Vulnerability below.  
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| Lightning Bolt || 3.25x || Damages [[castle]] by destroying 1% of unprotected resources invested in keep, forges, and walls. 10 % chance to inflict Burning if at War.  || This is a war-only black op. || See Vulnerability below.  
 
|-
 
|-
 
| Disband Spies || 3.5x || Turns 2% of the target's spies into draftees. || This is a war-only black op.
 
| Disband Spies || 3.5x || Turns 2% of the target's spies into draftees. || This is a war-only black op.
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As of Round 38, Fireball and Lightning Bolt now utilise a reworked system with two new effects:
 
As of Round 38, Fireball and Lightning Bolt now utilise a reworked system with two new effects:
* Burning: new status effect (spell) with 24 hour duration, unmodded population growth is fixed at 3% of your vulnerable peasant population + 0.5 % of maximum peasant population, applies Rejuvenation upon expiration, extended by 6 hours in mutual war.
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* Burning: new status effect (spell) with 24 hour duration, unmodded population growth is fixed at 6% of your vulnerable peasant population, applies Rejuvenation upon expiration, extended by 6 hours in mutual war.
 
* Rejuvenation: new status effect (spell) with 48 hour duration, increases population growth by 200%, reduces spell damage by 75%, immune to Burning, cancelled if target's realm declares war.
 
* Rejuvenation: new status effect (spell) with 48 hour duration, increases population growth by 200%, reduces spell damage by 75%, immune to Burning, cancelled if target's realm declares war.
 
Burning will trigger once 10 Fireballs or Lightning Bolts are cast on a target within 24 ticks, while War is active. The time within the tick does not matter: a spell at 10:01 server is counted the same as a spell at 10:57 server.
 
  
 
Additionally, only a certain percentage of peasants, as well as Castle investments, are vulnerable to being attacked by Fireball and Lightning Bolt.  
 
Additionally, only a certain percentage of peasants, as well as Castle investments, are vulnerable to being attacked by Fireball and Lightning Bolt.  
* A maximum of 35 % of peasants are vulnerable on day 4, scaling up to 45 % by day 44.  
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* A maximum of 30 % of peasants are vulnerable on day 4, scaling up to 40 % by day 44.  
 
* A maximum of 30 % of investments are vulnerable on day 4, scaling down to 20 % by day 44. Spires and Harbour remain immune. This runs off total investments, e.g. if a Castle has 10 million invested in Science, Keep, Forges, and Walls during a round, and has 2 million points vulnerable, the castle will not drop below 8 million points invested in those four categories, barring a reduction in protection.
 
* A maximum of 30 % of investments are vulnerable on day 4, scaling down to 20 % by day 44. Spires and Harbour remain immune. This runs off total investments, e.g. if a Castle has 10 million invested in Science, Keep, Forges, and Walls during a round, and has 2 million points vulnerable, the castle will not drop below 8 million points invested in those four categories, barring a reduction in protection.
  
The vulnerable percentage is then further adjusted by the victim's Spires, multiplicative. Energy Mirror does not reduce vulnerability, but does reduce damage, e.g. turning Lightning Bolt's 1 % damage into 0.85 % damage. This effectively means it takes more spells for the casters to drop someone to their minimum amount of peasants or investments. Rejuvenation, the Wizard Academy Wonder, and the Weather Manipulation tech (Lightning Bolt only) also only reduce damage. This effect can stack up to 80 % reduced damage.
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The vulnerable percentage is then further adjusted by any kind of Damage Reduction, multiplicative. Energy Mirror does not reduce vulnerability, but does reduce damage, e.g. turning Lightning Bolt's 1 % damage into 0.85 % damage. This effectively means it takes more spells for the casters to drop someone to their minimum amount of peasants or investments.
  
Disband Spies does not use the vulnerability mechanics and always does the same base amount (2 % of target's spies) of damage, adjusted by damage reduction. (I.e. Energy Mirror, Rejuvenation, etc.)
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Disband Spies does not use the vulnerability mechanics and always does the same base amount (2 % of target's spies) of damage.
  
 
== Racial Spells ==
 
== Racial Spells ==
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| Crusade || [[Human]] and [[Nomad (Legacy)]] || +10% offensive power||
 
| Crusade || [[Human]] and [[Nomad (Legacy)]] || +10% offensive power||
 
|-  
 
|-  
| Cull the Weak || [[Undead]] || Sacrifice Skeletons and Ghouls to summon Necromancers and Death Knights (2 plus 1 per 750 acres, hourly), Cancels and cancelled by Midas Touch ||
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| Cull the Weak || [[Undead]] || Sacrifice Skeletons and Ghouls to summon Necromancers and Death Knights (2 plus 1 per 1000 acres, hourly), Cancels and cancelled by Midas Touch ||
 
|-
 
|-
 
| Delve Into Shadow || [[Dark Elf]] || Exploring platinum cost reduced by 1% per 100 Wizard Mastery, Failed spells refund 50% of their mana cost ||  
 
| Delve Into Shadow || [[Dark Elf]] || Exploring platinum cost reduced by 1% per 100 Wizard Mastery, Failed spells refund 50% of their mana cost ||  

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