City Spells

licker

Chieftain
Joined
Feb 5, 2003
Messages
94
So I found some fun city spells to use (Growth, Justice, Inspiration... so far), but don't understand the mechanics behind them apparently.

Playing as Amurites I can usually make an adept who can cast all three, and in some cities the adept can actually cast all three. In other cities I can't seem to cast all three, even when I have units with the spells available. And yes I get that I have to have a courthouse for Justice, but that's not the issue I have, or are there unlisted reqs for the other two as well?

Also when the unit moves out of the city should the effect disappear immediately? Or do I have to wait until the next turn.
 
some of those spells require certain buildings, for example justice needs a court afaik. they are removed in the next turn after you leave the city and there is no mage remaining who could cast them.
 
Maybe you can't cast something because another adept is already casting it? If you can't cast a certain spell, check the city's building list to see if the spell is listed.

If it's not that, I'm not sure what it can be as I've never experienced any problems myself. Maybe there's a Civic/Religion requisite? Wouldn't be surprised if Justice requires Republic or Order.
 
Thanks for the help. The problem isn't with justice actually, it's with inspiration and growth.

I check the city, and do not see the spell active, but the spell icon for the casters in the city are grayed out. I'll keep looking at it and see if I can't figure out if I'm doing something, or if there's something which seems to cause it.
 
Are you following the Cult of Esus? On the second page of this forum is a thread entitled 'Esus + module' and in it is says:

Cult of Esus Advantages
gain access to Gibbon Goetia, Shadowriders, Shadows, Cult of Esus Enforcer
gain access to special Equipment (so far Nightshade, Nightgear)
Bonus Promotions for new Units (like HN, or Poisoned Weapon), mechanic from tweakmod. More Bonus Promotions if the Cult of Esus Hall is build (but be aware that units with investigate ability can detect it in MP)

Cult of Esus disadvantages
Cannot use 19 Spells (mostly magic tied to Law/Life/spirit mana)
Cannot Train Mardero, Sphener, Yvain, Hemah, Arthendain
cannot upgrade Priests to Tier4 units
can only have a max of two of any disciple unittype

However if you can cast justice, this is unlikely to be the problem.
 
No, not CoE.

And like I said, some cities I seem to be able to cast all 3 (well 2 not including justice if I don't have the CH built) and others the spell does not show up in the improvement list, but casters there have the spell grayed out in the ability bar.

It's entirely possible I'm doing something else weird and simply don't realize it, but I'll have to test it a bit more.

I have adepts, mages, and swordmages all of whom in some combination can cast these spells.
 
No, not CoE.

And like I said, some cities I seem to be able to cast all 3 (well 2 not including justice if I don't have the CH built) and others the spell does not show up in the improvement list, but casters there have the spell grayed out in the ability bar.

It's entirely possible I'm doing something else weird and simply don't realize it, but I'll have to test it a bit more.

I have adepts, mages, and swordmages all of whom in some combination can cast these spells.

disable autocasting from your mages - mages autocast at the start of the turn and that is it.
 
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