Difference between revisions of "Enchantments"
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(start from encyclopedia, link to their related spellbook entry) | (start from encyclopedia, link to their related spellbook entry) |
Revision as of 08:41, 4 March 2006
basics
Enchantments are magic spells that influence your country turn after turn. Most of them require upkeep as m.p., some also require population as upkeep.
There are benefitial enchantments to cast on a mage kingdom, and offensive enchantments that negatively influence a kingdom. There are enchantments that run for as long as you can upkeep them, and there are enchantments that cannot be stopped. There are enchantments that simply can be cancelled, others need to be dispelled, others are instopable. Epidemics are enchantments that spread from mage to mage through attacking.
Benefitial enchantments can only be cast on your own kingdom. You cannot have one enchantment more than once on your country (e.g. no casting PG twice, not being D&D'd by three mages at the same time)
Gods can cast benefitial or harming enchantments on your kingdom for a limited amount of turns. Gods enchantments work on-top-off your enchantments by mages.
The effect of an enchantment increases with spell-level. Off-color penalties in effectiveness apply.
list of enchantments
A LIST HERE OF ALL ENCHANTMENTS AND THEIR TYPE (start from encyclopedia, link to their related spellbook entry)