Dominions 6: Interrupts - Magic Game World

Dominions 6: Interrupts

Dominions 6: Interrupts

Prep Time in Spellcasting: Whatโ€™s the Deal?

When it comes to spellcasting in Dominions 6, itโ€™s all about the prep. Every spell needs a bit of warm-up time, roughly half of the total casting time. It’s like stretching before a run โ€“ necessary to avoid a magical faceplant. Most spells will wrap up in about a combat round, but for those fancier spells โ€“ the ones with battle enchantments or costing magic gems โ€“ youโ€™ll need to wait a bit longer…

 

 

Interruptions: The Spellcasterโ€™s Headache

Now, hereโ€™s the kicker. If your caster takes a hit during prep time, their spell might just fizzle out. The chance of this happening?? Itโ€™s calculated based on the damage taken as a percentage of your full hit points, plus 25%. So letโ€™s say you get smacked and lose half your health โ€“ your spell has a 75% chance of getting nixed.

 

 

Special Units: The Resilient & the Mindless

Some units in Dominions 6 have a bit of an edge. Units with the โ€œcombat casterโ€ ability, like those heroic paladins, are tougher to shake โ€“ they’re half as likely to get their spells interrupted. The same goes for mindless units; their lack of, well, minds, makes them less prone to distraction…

 

 

Innate Spell Casters: The Naturally Gifted

Some monsters are just naturally good at spellcasting. They’ve got this built-in ability to cast spells without needing any prep time. It doesnโ€™t matter how long a spell usually takes to cast โ€” these guys can do it on the fly…

 

  • Fernando

    Fernando is doing what he always did, sharing his honest opinions about games whenever he can. The difference is now he is writing and not talking about it.

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