Magic

Magic offers characters a way to interact with the world using modifiers on provinces.

There are 3 types of Magic: Geomancy, Death, and Blood. Each Magic has a trait measuring skill in it, with an entry level of 1 and a max level of 3. Possessing the correct trait enables certain Challenges, which represent the performing of magic.

Going from level 'X' to level 'X+1' in mastery of some magical school requires that the character first accumulate Y Arcane Knowledge by completing "Learn Arcane Secret" and/or "Research Arcane Secret" challenges.

Arcane Knowledge needed to increase level in some school
 1 -> 2
 2 -> 3

## Geomancy

Geomancy revolves around the use of Geomantic Locuses, a modifier present on some provinces from the start of the game, to affect the surrounding climate. It is the only magic available to Heroes, and they get their own set of spells to cast that are... less harmful to the world than the Elder God's options. (Note: all spells including the habitability increasing ones might now be available to Agents)

Tip (until this part of the wiki page is populated)- if you click on a location with the "Geomantic Locus" modifier, you can see the details of all agent-specific Geomancy spells in the Challenges tab and the details of all hero-specific Geomancy spells in the Quests tab of that location.

### Attack Channeller (level 1)

Profile: 5, Menace: 5, Complexity: 10, XP: 21

Fires a magical attack at a hero channelling a spell (selects randomly between all heroes currently channelling a power). Damage dealt is a function of the geomantic talent of the caster, the caster's lore stat, and the locus's power.

Channelled spells should show a purple vortex around their location on the map. Some challenges and quests count as well and can be attacked. Redeem Ruler is a notable one.

### Arcane Fortress (level 1)

Profile: 0, Menace: 0, Complexity: 30, XP: 49

Uses geomancy to create or reinforce an Arcane Fortress which will protect a caster in this locaiton while they channel a spell, against hostile mages who are using geomancy to assault them at a distance, from other geomantic loci. A fortress will take damage for the caster, at 1HP damage per 10% of the fortress level, but strengths lower than 100% will have a chance to let damage slip through. Decreases Geomantic Locus strength by 10%.

Requires the geomantic locus here to be above 10% charge.

### Nurture (level 1)

Profile: 3, Menace: 0, Complexity: 70, XP: 92

Channelled magic: Improves the habitability of this location. Effects are applied each turn based on geomantic locus strength.

(*Despite saying it is channelled, this spell may not be a valid attack target. Confirm?*)

### Tremor (level 1)

Profile: 20, Menace: 20, Complexity: 100, XP: 121

Channelled magic: Reduces all locations' defence stat (cannot reduce past 50%) and increases Devastation. Effect every turn depends on the geomantic locus's charge, and the caster's lore stat. Range of 4 hexes.

Requires the geomantic locus here to be above 10% charge.

### Volcanic Devastation (level 2)

Profile: 20, Menace: 40, Complexity: 150, XP: 164

Causes a devastating volcanic eruption. All locations nearby (based on geomantic locus' strength, with a random additional factor, max distance 6 hexes when locus at 100% charge) will be destroyed. All units caught in the blast will take half the max HP in HP damage. The geomantic locus will drained to 1% charge.

### Bring the Snows (level 2) (Survivor only?)

Profile: 10, Menace: 25, Complexity: 100, XP: 121

Channelled magic. Freezes the nearby lands, over time, potentially decreasing their habitability. Effect every turn depends on the geomantic locus' charge, and the caster' lore state.

Requires the geomantic locus here to be above 10% charge.

### Support Combat (level 2)

Profile: 5, Menace: 0, Complexity: 70, XP: 92

Applies a battle effect to all battles containing armies of the caster's nation (allied Dark, such as Dark Empire, orcs, Ophanim controlled..., if the caster is under yoru control). Effect adds +20% damage increase per rank of Geomancy of the caster.

Requires the geomantic locus here to be above 10% charge.

### Bountiful Harvest (level 2)

Profile: 10, Menace: 0, Complexity: 100, XP: 121

Improves the habitability of this location and all connected locations. Channelled, effects applied each turn based on geomantic locus strength.

### Death of the Sun (level 3)

Profile: 10, Menace: 35, Complexity: 150, XP: 164

Channelled magic. Reduces the temperature of the entire world, slowly making the world uninhabitable for humanity. Effects applied each turn based on geomantic locus strength and caster lore stat.

Requires the geomantic locus here to be above 10% charge.

## Death

Death magic revolves around the use of the Death modifier, which appears in settlements that have recently suffered from large battles, plague, and starvation.

### Macabre Fortress (level 1)

Profile: 0, Menace: 0, Complexity: 15

Uses death magic to create or reinforce an arcane fortress which will protect a caster in this location while they channel a spell, against hostile mages who are using geomancy to assault them at a distance, from other geomantic loci. A fortress will take damage for the caster, at 1HP damage per 10% of the fortress level, but strengths lower than 100% will have a chance to let damage slip through. Decreases death modifier strength by 10%.

Requires death modifier of at least 15% in a location to cast.

### Skeletal Servitor (level 1)

Profile: 0, Menace: 0, Complexity: 25

Recruits a Skeleton Warrior minion (HP5 Att3 Def0 Cost1). If you have more minion command cost than your agent's command stat minions will be dismissed automatically.

Requires death modifier of at least 20% in a location and a command stat of 1 or higher to cast.

### Death's Shadow (level 1)

Profile: 4, Menace: 7, Complexity: 30

Channeled Magic: Absorbs death from here (max 100%) to form a Ghast. This creature will spread shadow automatically to human settlements, until eventually human heroes kill it. Its stats depend on the level of death here and your caster's level.

Requires death modifier of at least 15% in a location to cast.

### Enslave the Dead (level 2)

Profile: 10, Menace: 15, Complexity: 65

Channeled Magic: Raises the dead from this location into an Enslaved Dead army, with HP equivalent to the level of death here (max 50%). This army will follow the caster and attack any human settlements they find themselves in, but if the caster is killed, the army will revert to an "untamed dead" outside of your control, and will simply attack the nearest human settlement until destroyed. They lose max HP every turn.

Requires death modifier of at least 15% in a location to cast.

### Faceless Servitor (level 2)

Profile: 0, Menace: 0, Complexity: 15

Recruits a Faceless Servitor minion (HP8 Att2 Def4 Cost1). If you have more minion command cost than your agent's command stat minions will be dismissed automatically.

Requires death modifier of at least 30% in a location and a command stat of 1 or higher to cast.

### Ravenous Dead (level 3)

Profile: 10, Menace: 30, Complexity: 120

Channeled Magic: Raises the dead from this location into an army of Ravenous Dead, with HP equivalent to the level of death here (max 150%). This army will automatically attack non-enshadowed human settlements, and can feast on any death in their location to increase their numbers. They will feast after destroying a settlement, and can split into new armies if they grow large enough. They lose max HP every turn.

Requires death modifier of at least 15% in a location to cast.

## Blood

Blood magic revolves around the use of personal items, gathered from heroes, to cast spells on them. You can also use a ruler's personal item (after getting it with the Courtier) for any Blood Magic spells which affect a whole family or which are described as affecting an 'individual' (as opposed to a 'hero').

No Blood Magic spells except for 'Taunting Lure' can be used without a personal item from some character. The spell will target/affect the character whose personal item was used (and potentially that character's whole family). With the exception of Wasting Soul, the spells won't consume the item and the same item can be used again.

Blood Magic spells almost all say that they can't affect the Chosen One. "Through their Eyes" doesn't say anything about not affecting the Chosen One, so it might or might not be able to affect the Chosen One.

### Taunting Lure (level 1)

Profile: 0, Menace: 0, Complexity: 30; XP 49

This challenge does not require infiltration.

It creates a modifier "Taunting Lure" with an associated hero quest "Purge Taunting Lure". The "Taunting Lure" modifier lasts for 50 turns.

That quest has complexity 5 and progress on it is intrigue-based. When a hero completes that quest, they drop a personal item into a new Item Cache in that location.

The associated quest has a base value of 60 menace. If the lure is in a location within the home nation of some hero, its quest has 10 more menace for that hero. If the lure is in some hero's home location, its quest has 15 more menace for that hero. If the lure is in a location ruled by a member of the same House as as some hero, its quest has 15 more menace for that hero. Those bonuses all stack.

A lure's purge quest grows more attractive/menacing to heroes over time (+3 menace/turn). Also, a hero who likes shadow will be less likely to purge the lure, and one who dislikes shadow will be more likely to do so.

If a hero's home city has been razed and you put a Taunting Lure in that 'Ruins of \_" location, its quest will have only 75 menace for that hero (the ruin is still considered that hero's home location, but it isn't considered a part of any nation and doesn't have a ruler).

### Agony (level 1)

Profile: 0, Menace: 7, Complexity: 1; XP 3

Interrupts any actions of the hero- just resets their progress on their current challenge/quest to 0.

The targeted hero will know who cast this on them, and they will always like that caster less afterwards (e.g from Neutral to Dislike). If this is cast on the same hero repeatedly, that hero may also become more inclined towards Combat.

### Wasting Soul (level 2)

Profile: 5, Menace: 10, Complexity: 40; XP 60

Additional requirement: the caster must be in a location outside of civilization with at least 50% shadow.

The spell consumes the personal item used.

Permanent family-wide curse.

All members of that family lose 5xp/turn for the rest of the game, potentially losing levels and stat points as a result.

### Through Their Eyes (level 2)

Profile: 3, Menace: 10, Complexity: 50; XP 72

Permanent family-wide curse.

Any location ruled by a member of the cursed family has 2 less security. If a hero from the cursed family is in a city, that city's security is reduced by 2. Those effects do stack. This does affect the Chosen One if they're related to the cursed individual.

### Possession (level 3)

Profile: 5, Menace: 10, Complexity: 70; XP 92

Affects one hero temporarily (25 turns).

That hero becomes one of your agents for the duration. Afterwards, they will really, really hate the agent who cast Possession on them, but that hero will keep all of the profile/menace gains from when you were controlling them.

### The Hunger (level 3)

Profile: 5, Menace: 13, Complexity: 50; XP 72

Additional requirement: the caster must be in a location with the soul of a deceased member of the target character's House.

Permanent curse for one individual (hero or ruler).

The individual becomes a vampire, basically. They are "periodically compelled to feed on the civilians of the location they are in, increasing shadow there by 25% and their own shadow by 25%. If they are a hero, their feeding also increases their menace by 7. If they are a ruler, their feeding also increases unrest. The feeding's motivation is affected by their personal shadow and their **preferences for cruelty and shadow**" (some paraphrasing)

Currently, this can be recast on the same target again to increase the strength of their Hunger modifier by 1000, essentially guaranteeing that their next action will be to feed.