Sorcery | Rituals
Icon |
Spell Name |
Level |
Cost |
Break |
Effect |
Commentary |
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Extravaganza |
I |
10 crystals |
10 rounds |
Increases Happiness in province by 1 for 10 rounds. |
The basic way to prevent social unrest. Unfortunately, it doesn't work well in the long run - better to take a look at Sacred Magic. |
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Illusionary Battle |
II |
20 crystals 1 mandrake |
10 rounds |
The chosen hero and their army take part in an illusionary battle in which they don't receive damage, but gain XP. Afterwards, they lose a few Morale points. |
An easy way to for leveling up. Interestingly enough, the hero doesn't need any army - the battle will still be won. It's only a shame that it takes this long for the ritual to refresh. |
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Mass Insanity |
III |
70 crystals 1 arcanite |
15 rounds |
Citizens of a chosen province instigate a mass rebellion. |
You can mess with your enemy with it, but that's practically it. There are more powerful spells at this point in the game. |
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Astral Gates |
IV |
100 crystals 1 Dionium |
15 rounds |
Instantly transports the chosen hero to the capital. If the capital is under siege, the hero lands on a nearby allied tile. The spell won't work if there are no such tiles in the area. |
Helpful in tight corners when the hero can't return to the capital in time. Not much of a use if you're careful and watch your enemy's moves. |
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