Mystics

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Unlike your fabled land of Earth, the citizens of Utopia truly believe in and have witnessed the powers of magic. From the deadly plagues to the amazingly fertile land, so much has happened on this planet that cannot be explained away by science or nature. As ruler of your lands, you have access to some of the most amazing magical spells ever known. Below, I will try to explain to the best of my ability the powers of these spells and how to make magic your friend.

Essentials: Runes, Wizards, and Guilds

Spells require Runes, Wizards, and Guilds to be cast. Towers produce runes every hour, which are consumed with each spell. Wizards are naturally trained by your Guilds. Like all of the other individuals across your lands, they come from your peasantry and reduce your number of available workers. Be careful not to hold too many Wizards or you may be sacrificing your peasantry, thieves, or military. At any time, you can release Wizards back into the peasantry or simply shut down additional training. Your Wizards maintain a Mana Rating which determines whether or not they can cast spells. This rating rises automatically each day and drops each time you cast a spell. Your Wizards will not cast spells without at least a 10% Mana Rating and spells will take significantly more mana the higher your rating is and the more difficult a spell is. Casting spells is not without risks. Failed attempts can result in explosions and kill a small portion of your wizards as well has taking 50% more mana per spell.

Determining Success

To cast a spell, you must have both Guilds and mystic Runes. For spells cast upon yourself, success is based on your Guild percentage and your Building Efficiency - the more guilds you have, the better you will do. For spells cast upon others, the success is based on your relative wizard population, measured as Wizards Per Acre (WPA), modified by the racial bonuses or penalties and your knowledge of Channeling science. The higher your WPA compared to an enemy, the better your success. However, there is always a great deal of chance in every spell. Furthermore, the duration of all spells is greatly impacted by your Guild percentage.

For Paladin Self Spells, the formula used to calculate success rate is adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins. In other words, although you still need WPA it won't be a significant part of the formula.

Duration of Spells

The duration of successful spells is affected by:

  • The nominal duration of that particular spell, which differs for each spell.
  • The percentage of guilds the casting province has, with no additional effect for amounts over 20%.
  • The relative networth of the two provinces.
  • The current relations between the two provinces' kingdoms.

Additionally, there is an element of randomness.

One quarter of the nominal duration of a spell is always contributed to the final cast time. A scaling factor made up of the % guilds, relative net worth and current relations then governs the contribution of another quarter of the nominal duration. Finally, the remaining half of the nominal duration is contributed to the final cast time, scaled by both the scaling factor and a random number.

For example, given a spell with a nominal duration of 24 days:

  • with a scaling factor of 100% (meaning both provinces have the same net worth, are in war, and the caster has 20% or more guilds), the final cast time will be in the range of 12-24 days.
  • in a situation with a scaling factor of 0% (e.g., the cast has no guilds), the final cast time will be 6 days (25% of 24 days).
  • in a situation with a scaling factor of 50%, the final cast time will be 6 days (25% of 24 days) + 3 days (25% of 24 days multiplied by scaling factor of 50%) + 0-6 days (random number out of 50% of 24 days multiplied by scaling factor of 50%), which equals 9 - 15 days in total.

Cost of Spells

All spells cost mana, which the province will regenerate each Utopian day up to a maximum of 100%. Once your mana falls below 10% you are unable to cast any more spells until after the next tick.

The costs of spells are:

  • Self Spells - 3%
  • Offensive Spells (without relations) - 3%
  • Offensive Spells (Hostile relations) - 2%
  • Ritual Spells - 2%
  • Paladin Self Spells on others - 2%

Restriction & Limits

Certain spells are designated Unfriendly, Hostile or War Only spells -- Because of the destructive nature of these spells, they can be cast only against provinces which have at least a certain level of relations with your kingdom. In addition, you will find that many of these spells are more effective during heightened relations conditions.

Spells are divided into two categories, as listed below:

There are 3 possible outcomes of casting a spell. It can be successful, it can fail, or it can fail and some wizards may die.

  • Successful message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... is successful!
  • Fail message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... fizzles. Alas, we were not able to fulfill your expectations. Please forgive us.
  • Dying wizards message: "Leader name", something has gone terribly wrong with our spell. X of our wizards were killed in an explosion!

Please note that Duration is in real time, spell messages are in Utopia Time

The Spell Book: Self Spells

Listed here is a short reference guide to each of the spells available that can be cast on yourself. Any restrictions on use will be listed under the name. The max cast shown does not include any racial bonuses. Almost all the spells that provide bonuses for certain activities (like speeding up building construction etc.) need to be cast before the activity is initiated / ordered to reap the benefits of the spell.


Minor Protection

Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell lasts for a few weeks.

Is Known: Age 1 ... now

 Available to: All
 Effect: Increases defensive military efficiency by 5%.
 Duration: max 24 hours
 Cast Message: Our realm is now under a sphere of protection for X days. 
 Mystic Advisor Message: Same as Cast Message

Greater Protection

A more powerful version of the Minor Protection spell, this spell functions similarly but lasts potentially a great deal longer. It can be stacked with Minor Protection.

Is Known: Age 1 ... now

 Available to: Avians, Humans, Faeries, Undeads
 Effect: Increases defensive military efficiency by 5%.
 Duration: max 36 hours
 Cast Message: Our realm is now under a sphere of protection for X days. 
 Mystic Advisor Message: Our realm is now under a sphere of protection for X days!

Magic Shield

While the natural aura of your Wizards will help protect from enemy spells, a little additional protection can never hurt. Casting this spell offers you a shield of magical protection for your province for about half a month.

Is Known: Age 1 ... now

 Available to: All
 Effect: Increases your defensive magic efficiency by 20%.
 Duration: max 24 hours
 Cast Message: For X days, the magical auras within our province will shine brightly! 
 Mystic Advisor Message: A shield protects us from the black magic of our enemies 
 (Estimated: X more Days).

Mystic Aura

A defense spell, creating a Mystic Aura around your lands will repel the next evil spell cast upon you from abroad. Unfortunately, the effect focuses only on the first spell cast upon you.

Is Known: Age 1 ... Age 58, Age 60

 Available to: Dwarves, Faeries, Mystics
 Effect: Repels the next offensive spell cast upon you (except own spells).
 Duration: N/A
 Cast Message: A Mystic Aura has been placed around our province, protecting us from the next evil
 spell from abroad. 
 Mystic Advisor Message: Same as Cast Message

Fertile Lands

By magically fertilizing your lands, you can ensure excellent food production for the duration of the spell. Whether a lack of farms, a deadly drought, or just wanting to stockpile extra food, this spell offers a definite increase to your food sources.

Is Known: Age 1 ... now

 Available to: All
 Effect: Increases food production by 25%.
 Duration: max 30 hours.
 Cast Message: We have made our lands extraordinarily fertile for X days!  
 Mystic Advisor Message: Same as Cast Message

Nature's Blessing

Nature's Blessing will protect your lands from any droughts and storms the world may see fit to place on you. This spell also has a chance of curing the Plague if your lands are affected by it.

Is Known: Age 1 ... now

 Available to: All
 Effect: Protects your land against Storms and Drought. Has a 33% chance of curing Plague (per cast).
 Duration: max 36 hours
 Cast Message: Our lands have been blessed by nature for X days, and will be protected from drought
 and storms.  
 Mystic Advisor Message: Our land is blessed by nature (Estimated: X more Days).

Love & Peace

Love & Peace creates an aura of calm and happiness across your peasantry for several days. This leads to increased natural birth rates which will quickly replenish your population. This is especially useful when your peasantry has suffered greatly.

Is Known: Age 7 ... now

 Available to: All
 Effect: Increases base birth rate from 2.05% to 2.85%.
 Duration: max 22 hours
 Cast Message: Our peasantry is influenced by a magical calm. We expect birth rates to be higher for
 X days! 
 Mystic Advisor Message: Our people feel at peace (Estimated: X more Days).

Tree of Gold

If you're ever in need of extra cash, casting a Tree of Gold may be a potential solution. While it won't give you a great deal of gold, every little bit can help.

Is Known: Age 1 ... now

 Available to: Faeries
 Effect: Magically creates a small amount of gold (from 26.66 to 53.33% of your daily income).
 Duration: Instant cast
 Cast Message: X gold coins have fallen from the trees! 
 Mystic Advisor Message: n/a

Quick Feet

By giving your men magical speed, they can go to battle and return more quickly than usual, leaving your land without defense for a shorter period. This spell affects only your next battle.

Is Known: Age 1 ... now

 Available to: Humans
 Effect: Decreases your attack times by 10% for your next attack.
 Duration: Removed after 1 attack.
 Cast Message: Our armies have been blessed with excellent speed for their next battle.
 Mystic Advisor Message: Our armies are blessed with incredible speed during our next battle.

Builders' Boon

The Builders' Boon spell makes your workers build faster and harder than otherwise. All buildings constructed while the spell is active will be completed more quickly than normal. The spell must be cast before the new construction is ordered in the growth panel for lesser construction time.

Is Known: Age 15 ... now

 Available to: All
 Effect: Decreases your construction times by 10% for building set to build while active.
 Duration: max 24 hours
 Cast Message: Our builders have been blessed with unnatural speed for X days! 
 Mystic Advisor Message: Our builders work with haste

Inspire Army

Inspire Army helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.

Is Known: Age 7 ... retired in Age 71, brought back in Age 74

 Available to: Dwarves, Elves, Humans
 Effect: Decreases your military wages by 15%. Decreases your military training time by 20%. Does not stack with Paladin's Inspiration.
 Duration: max 24 hours
 Cast Message: Our army has been inspired to train harder. We expect maintenance costs to be 
 reduced for X days! 
 Mystic Advisor Message: Same as Cast Message

Anonymity

War is at the heart of the world of Utopia, but the fear of retaliation makes many leaders cringe. This spell casts an aura of mystery around your army. After a successful cast, your forces will remain anonymous during your next attack -- while your kingdom will be revealed, your enemy will not know your province's name.

Is Known: Age 13 ... now

 Available to: All
 Effect: Hides your province name during your next attack at the cost of no honor gains,
 causing the attacked province to be unable to ambush that attack.
 Decreases your attack gains by 15% for your next attack.
 Duration: removed after attack
 Cast Message: Our next attack will be cloaked under the shades of anonymity. 
 Mystic Advisor Message: Our armies are surrounded by a cloud of anonymity for our next battle.

Invisibility

Thieves rely on stealth to master their craft, but a little bit of invisibility never hurts. Through the duration of this spell, your thieves have a 10% bonus to any offensive thievery operations.

Is Known: Age 1 ... now

 Available to: Rogues
 Effect: Increases your offensive thievery efficiency by 10%.
 Duration: max 22 hours
 Cast Message: Our thieves have been made partially invisible for X Days!
 Mystic Advisor Message: Same as Cast Message

Clear Sight

By granting your police the ability to see through the obvious and into the depths, you give them the ability to catch thieves who may wander into the lands. The spell, lasting potentially for weeks, gives you a base chance to catch opposing thieves, regardless of the strength of the guilds involved.

Is Known: Age 1 ... now

 Available to: Tacticians
 Effect: Automatically catches 25% of the thieves' operations conducted against your province.
 Duration: max 22 days
 Cast Message: Our police have been blessed with Clear Sight for X days!
 Mystic Advisor Message: Same as Cast Message

Fanaticism

Fanaticism focuses your army on combat and war, increasing their offensive efficiency for several days. Unfortunately, a side effect of this desire for blood is that your armies remaining at home -- bored and frustrated for not being at war -- will fight less effectively on defense.

Is Known: Age 14 ... now

 Available to: Avians, Tacticians
 Effect: Increases your offensive military efficiency by 5%. Decreases your defensive military 
 efficiency by 3%.
 Duration: max 12 hours
 Cast Message: Our army will fight with fanaticism for 7 days! 
 Mystic Advisor Message: Our army fights with fanatical fervor

Mage's Fury

This spell sparks a destructive fervor in your Mages Guild. They increase their efforts to cause damage to their opponents, whilst sacrificing a portion of their own defense temporarily.

Is Known: Age 49 ... now

 Available to: Mystics
 Effect: This spell increases the province's WPA by 20% for offensive purposes while decreasing 
 it by 20% for defensive
 purposes. No effect on self-spells.
 Duration: max 12 hours
 Cast Message: The fire of Mage's Fury burns in our wizards' eyes for x days! 
 Mystic Advisor Message: The fire of Mage's Fury burns in our wizards' eyes for x days!

Revelation

Science is a fundamental building block for any and all of the other parts of your province. While the Revelation spell is active, it increases the rate of a new scientist emerging.

Is Known: Age 69 ... now

 Available to: Sages
 Effect: Increases the rate of a new scientist emerging on by 30% while the spell is active.
 Duration: max 24 hours
 Cast Message: Our students are blessed with excellent concentration for X Days!
 Mystic Advisor Message: Our students are blessed with excellent concentration for X days!

Town Watch

Town Watch will create a peasant watch upon your town for several days. While the Town Watch is active, all of your peasants will help defend your province in combat. Unfortunately, this also means your peasants will be killed during war - and since they are not well-armed, they will suffer heavy losses.

Is Known: Age 7 ... now

 Available to: Halflings
 Effect: Every 4 of your peasants will defend your land with 1 point of defense.
 Duration: max 18 hours
 Cast Message: Our peasants will help defend our lands for X days!
 Mystic Advisor Message: Our peasants will help defend our lands for X days!

Aggression

This spell refocuses your soldiers from versatile fighting units into an offensive machine. Giving them a lust for attacking, Soldiers will gain 1 offensive point in all combat for the duration of the spell. During this period, though, they will lose 1 defensive point as well.

Is Known: Age 14 ... now

 Available to: Halflings
 Effect: Turns all your soldiers into 2/0 troops before modifiers.
 Duration: max 24 days.
 Cast Message: Our soldiers will fight with unique aggression for X days!
 Mystic Advisor Message: Our soldiers will fight with unique aggression for X days!

Animate Dead

The power to raise the dead gives you the power to protect your people. By casting this spell, you can protect your people from the death and destruction of defending your lands. During your next defensive battle, half of your dead army will be restored into basic soldiers to help repopulate your army.

Is Known: Age 1 ... now

 Available to: Faeries, Undeads
 Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.
 Duration: Expires when attacked.
 Cast Message: Our dead will be awakened the next time our lands are attacked! 
 Mystic Advisor Message: Same as Cast Message

War Spoils

Ordinarily, any land captured in attacks require time to take control of and become available for your own use. War Spoils gives you the opportunity to get this land from combat immediately. The spell lasts just a few Utopian Days, but is more than enough to use on a couple of attacks. This allows you to begin the process of expanding much more quickly than otherwise.

Is Known: Age 12 ... Age 58, Age 60 ... now

 Available to: War Heroes
 Effect: Makes the land gained from Traditional March immediately available.
 Duration: max 6 hours
 Cast Message: Our army has been blessed with immediate War Spoils for 3 days! 
 Mystic Advisor Message: War Spoils give us quick returns on our attacks

Bloodlust

Bloodlust fires the blood of your troops, igniting in them a desire to cause destruction. This fury will increase the carnage among enemy troops at a cost of increased recklessness among your own troops.

Is Known: Age 1 ... Age 22, Age 49 .. Age 58, Age 59 ... now

 Available to: Warriors
 Effect: A province under Bloodlust will have 10% increased Offensive Military Efficiency, inflict 10% more kills, and suffer 15% higher losses while the spell is active.
 Duration: Not yet known.
 Cast Message: Our armies crave the scent of blood. They will savage the enemy, or die trying. 
 Mystic Advisor Message: Same as Cast Message

Reflect Magic

Reflect magic places a magical barrier around your lands for several days. During this period, successful spells cast upon your province may randomly be reflected upon the caster, doing unto them as they would have done to you.

Is Known: Age 1 ... now

 Available to: Orcs
 Effect: Has a 25% chance of reflecting offensive spells cast upon your province.
 Duration: max 18 hours.
 Cast Message: Some of the spells cast upon our lands will be reflected back upon their creators for X days!
 Mystic Advisor Message: Same as Cast Message

Shadowlight

Shadowlight places a face upon a shadow, revealing the province associated with the next thievery operation against your lands. It does not, however, prevent them from being successful.

Is Known: Age 1 ... now

 Available to: All
 Effect: Reveals the name of the next province performing a successful thievery operation upon your
 province.
 Duration: Expires on enemy thievery attempt
 Cast Message: Our lands are blessed with Shadowlight. The next time thieves enter our lands their
 identities will be revealed.
 Mystic Advisor Message: Same as Cast Message

Patriotism

Giving your population life and an innate desire to defend your lands, this spell increases the rate that you can draft peasants for several weeks, and offers partial protection against the Propaganda thievery operation. Excellent in emergencies and other strategic situations, this spell is difficult to cast and will more quickly weaken your economy.

Is Known: Age 11 ... now

 Available to: All
 Effect: Increases military draft speed by 30%. Lowers Propaganda Damage received by unknown%.
 Duration: max 20 hours
 Cast Message: Our people are excited about the military and will signup more quickly for x days!
 Mystic Advisor Message: Same as Cast Message

Paradise

Arguably one of the most powerful -- and difficult -- spells known, Paradise simply creates several acres of new land for your people to populate. Similar in concept to exploring, this Spells gives you instant access to new lands to build upon and grow your province.

Is Known: Age 12 ... now

 Available to: Mystics, Rogues
 Effect: Creates a small amount of land per cast, this land comes directly from your explore pool.
 Duration: instant cast
 Cast Message: Our mages created X acres more land for us to use.
 Mystic Advisor Message: N/A

Note: Paradise is not available during War or while in Fortified stance. This spells utilizes acres from the explore pool. If the explore pool is empty it will return 0 acres.

Cast Ritual

Once your Monarch or Steward has declared what ritual to perform, this spell will increase your progress towards its completion with each cast. This spell has a very high difficulty and cost, and is accessible via the Ritual tab.

Is Known: Age 73 ... now

 Available to: All
 Effect: Progresses the ritual counter with each successful cast.
 Duration: Instant cast
 Cast Message: (Pending)
 Mystic Advisor Message: N/A

Paladin's Inspiration

The spell helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.

Is Known: Age 72 ... now

 Available to: Paladins
 Effect: Decreases your military wages by 30%. Decreases your military training time by 25%. Does not stack with Inspire Army.
 Duration: max 24 hours
 Cast Message: Our army has been inspired by our Paladin to train even harder. We expect maintenance costs to be reduced for X days! 
 Mystic Advisor Message: Same as Cast Message

Scientific Insights

This spell clears the minds of your scientists, allowing them to think more clearly and increasing the effectiveness of their research.

Is Known: Age 72 ... now

 Available to: Paladins
 Effect: Increase the science effectiveness of target province by 10%.
 Duration: Short, max time unknown
 Cast Message: Unknown
 Mystic Advisor Message: Unknown

Illuminate Shadows

The paladin shines his holy light across the land, eliminating the cover of darkness and revealing those who would hide within its shadow. Thieves who would enter these lands are discouraged from performing their duties and will thus have a lessened impact.

Is Known: Age 72 ... now

 Available to: Paladins
 Effect: Reduces damage from thievery operations by 20%.
 Duration: Moderate, max time unknown
 Cast Message: Unknown
 Mystic Advisor Message: Unknown

Wrathful Smite

The paladin lends his divine prowess to the battlefield, calling on his gods to smite an foes who dare to inflict harm upon his charges. Enemy attackers suffer increased casualties when attacking lands protected by the paladin.

Is Known: Age 72 ... now

 Available to: Paladins
 Effect: Increases enemy casualties from attacking provinces.
 Duration: Moderate, max time unknown
 Cast Message: Unknown
 Mystic Advisor Message: Unknown

Divine Shield

The paladin protects his people from the black magics of his enemies, granting them further protection against harmful spells.

Is Known: Age 72 ... now

 Available to: Paladins
 Effect: Increases defensive magic efficiency by 20%. Will stack with Magic Shield.
 Duration: Moderate, max time unknown
 Cast Message: Unknown
 Mystic Advisor Message: Unknown

The Spell Book: Offensive Spells

Listed here is a short reference guide to each of the spells available that can be cast upon your enemies. Any restrictions on usage will be listed under the name.


Storms

The power of mother nature is amongst the most powerful in existence. Sending storms over another province will cause destruction and death across the lands for days. The Storm Spell will cancel any Droughts affecting the target province.

Is Known: Age 1 ... now

 Available to: All
 Effect: Kills 1.5% of total population per day.
 Duration: 
 Cast Message: Storms will ravage [province name] (##:##) for X days!
 Mystic Advisor Message:
 Throne Room Notification: Storms are ravaging our lands!

Droughts

The opposite of storms, droughts can do significant damage as well. Without the rains necessary for fertile land, food production will be lower than usual, possibly resulting in starvation throughout the lands. In addition, the harsh conditions slow interest in the military and interferes with the soldier draft. Horses across the province may die as well due to lack of water and food. Droughts negate any Storms currently ravaging the target's land.

Is Known: Age 1 ... now

 Available to: All
 Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%.
 Some horses may also die as a result.
 Duration: 
 Cast Message: A drought will reign over the lands of [Province Name] for X days! 
 Mystic Advisor Message:

Gluttony

One of the seven deadly sins, your population will consume more food.

Is Known: Age 68 ... now

 Available to: The Rogue
 Effect: Increases food required by 25%.
 Duration: 
 Cast Message: The gluttony of [target] has increased for X days.
 Mystic Advisor Message: A fit of gluttony has descended upon our people, and they will not be sated until for X days.

Expose Thieves

Thieves rely on stealth and surprise to be effective at their jobs. Casting this spell will expose an enemy's guild, leaving them less effective until they can recover.

Is Known: Age 1 ... now

 Available to: All with a minimum relationship of Unfriendly
 Effect: Decreases available stealth of target province to between 66% and 93% of its original amount.
 Duration: Instant cast
 Cast Message: Our mages have illuminated the lands of our enemies and exposed the thieves that walk
 through their lands.
 Mystic Advisor Message: N/A

Greed

People are, by their very nature, greedy individuals. Soldiers have been trained to sacrifice themselves for the greater good. However, this spell reverts the natural greed back into soldiers for several days, causing your opponent to have to pay more in wages and to draft new troops.

Is Known: Age 12 ... now

 Available to: All
 Effect: Increases military wages and draft costs by 25%.
 Duration: 
 Cast Message: Our mages have caused our enemy's soldiers to turn greedy for X days.
 Mystic Advisor Message: 
 Throne Room Notification: Enemies have convinced our soldiers to demand more money for upkeep.

Fool's Gold

The art of turning lead into gold has always been a confusing mystery. Is it possible? No one knows. However, turning gold into lead can be done! This spell will convert a portion of your opponent's gold into worthless lead.

Is Known: Age 12 ... now

 Available to: Heretic with a minimum relationship of Unfriendly
 Effect: Destroys some gold.
 Duration: Instant Cast
 Cast Message: Our mages have turned X gold coins in [Province Name] to worthless lead.
 Mystic Advisor Message: N/A
 Throne Room Notification: X gold coins have been turned into worthless lead.

Pitfalls

Placing magical pitfalls throughout an enemy's lands will cause them to suffer higher losses in any and all combat for several days. This is an effective way to frustrate attackers and strengthen your own position in the midst of war.

Is Known: Age 14 ... now

 Available to: The War Heroes
 Effect: Increases defensive military losses by 25%.
 Duration: 
 Cast Message: Pitfalls will haunt the lands of [province name] (##:##) for X days. They will suffer
 increased defensive losses during battle. 
 Mystic Advisor Message:

Fireball

If you want to directly go after an enemy, launching a fireball at their peasantry is an effective weapon. The fireball, if successful, will splash directly into the heart of your opponent's lands, exploding on impact, and killing instantly.

Is Known: Age 1 ... now

 Available to: All with minimum relationship of Unfriendly 
 Effect: Kills a small and random portion of peasants (4-7%).
 Duration: Instant Cast
 Cast Message: A fireball burns through the skies of [province name] (##:##). X peasants are killed
 in the destruction!
 Mystic Advisor Message: N/A

Chastity

Introducing Chastity amongst the peasants of your opponents is an effective way to grind their population growth to a halt.

Is Known: Age 47 ... now

 Available to: Heretics, Mystics with a minimum relationship of Unfriendly
 Effect: Suspends births, preventing population from growing naturally.
 Duration: 
 Cast Message: Much to the chagrin of their men, the womenfolk of [Province Name] have taken a vow
 of chastity for X days!
 Mystic Advisor Message: Our womenfolk have taken a vow of chastity preventing population growth for
 X days!

Lightning Strike

The power of a direct Lightning Strike is arguably the most deadly force on the planet. Your Lightning Strikes will go directly at opponents rune stores and destroy everything in sight. This strike is the most effective way to cripple any opponent's ability to cast spells.

Is Known: Age 1 ... now

 Available to: All with a minimum relationship of Unfriendly
 Effect: Destroys a random portion of runes between 30-65%.
 Duration: Instant cast. 
 Cast Message: Lightning strikes the Towers in [province name] (##:##) and incinerates X runes!
 Mystic Advisor Message: N/A

Explosions

Provinces work together by assisting each other in times of need. By casting Explosions, you can interrupt the flow of goods between provinces, creating explosions that destroy portions of shipments to and from a province at random.

Is Known: Age 10 ... now

 Available to: All
 Effect: 50% chance to reduce aid shipment to 55%-80% of original size.
 Explosions effect any shipment on a province with the spell active.
 Duration: 
 Cast Message: Explosions will rock aid shipments to and from [Province Name] for X days! 
 Mystic Advisor Message: Explosions will rock aid shipments to and from our province for X days!

Amnesia

Knowledge is vital to the longterm survival of a province. The unique powers of magic allow you to strip a province of some of its long-sought science. While most of its effects are temporarily, a small portion of science is lost forever. By casting Amnesia, you can cause an enemy province to lose a portion of their arts & sciences knowledge, opening a window to attack or further damage the enemy.

Is Known: Age 1 ... now

 Available to: Sages with a minimum relationship of Unfriendly
 Effect: Make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.
 Duration: Instant Spell with duration effect: Research queue length dependent.
 Cast Message: You have made the scientists of [Province Name] (##:##) forget X days of learning!
 Mystic Advisor Message: N/A
 Throne Room Notification: Amnesia has descended upon our scientists, causing them to forget X days of learning!

Nightmares

The effects fear can have on an individual are amazing. By causing nightmares within the soldiers of an opposing army, you may be able to cause them to quiver in fear. Troops having nightmares have to be rehabilitated and are unavailable for a period of time.

Is Known: Age 1 ... now

 Available to: Heretics with a minimum relationship of Unfriendly
 Effect: Returns around 1.5% of the military troops (specialists, elites and thieves) under training
 for 8 days. Will only affect the troops that are at home.
 Soldiers simply quit the army.
 Duration: Instant Spell with duration effect: Troops in training queue stretching 8 days.
 Cast Message: During the night, X of the men in the armies and thieves' guilds of [Province Name]
 had nightmares. 
 Some were forced into rehabilitation, but the soldiers simply quit the army!
 Mystic Advisor Message: N/A
 Throne Room Notification: 
   This morning, X of our men from our armies and thieves' guild turned up unfit. 
   The Soldiers quit, while the rest are being retrained. They should be available again in 8 days.

Mystic Vortex

The Mystic Vortex is one of the more powerful spells in the Utopian World. A successful cast will cause approximately half of the spells currently active over a province to vanish. However, this spell does not discriminate and will nullify both positive and negative spells affecting their lands.

Is Known: Age 1 ... now

 Available to: All with a minimum relationship of Unfriendly
 Effect: Nullifies spells on the enemy province (50% chance per spell).
 Duration: Instant cast
 Cast Message: A magic vortex overcomes the province of [province name] (##:##), negating X active
 spells. 
 Mystic Advisor Message: N/A
 Throne Room Notification: A magic vortex rendered many of our spells inactive!

Meteor Showers

This spell will rain Meteors across the lands of an opponent for several days, killing peasants, troops and more. Deadly and enduring, casting this spell is both difficult and costly. The damage done, however, can be just as great.

Is Known: Age 12 ... now

 Available to: Mystics with minimum relationship of Unfriendly
 Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the
 spell is active.
 Duration: 
 Cast Message: Meteors will rain across the lands of [province name] (##:##) for X days
 Mystic Advisor Message: Meteors rain across our lands, and are not expected to stop for X days. 
 Throne Room Notification: Meteors rain across the lands and kill X peasants and X troops!

Tornadoes

One of the most dangerous and destructive offensive spells, casting this will rain a terror of tornadoes across an opponent's lands, laying waste to acres of buildings across the province.

Is Known: Age 14 ... now

 Available to: All with minimum relationship of Unfriendly.
 Effect: Destroys a small and random portion of buildings.
 Duration: Instant cast
 Cast Message: Tornadoes scour the lands of [province name] (##:##), laying waste to X acres of
 buildings!
 Mystic Advisor Message: N/A
 Throne Room Notification: Tornadoes scour the lands, causing the destruction of X acres of
 buildings!

Land Lust

Land is the defining strength of any province, and this spell is the Mage's way of simply stealing an opponent's land. This spell is a difficult alternative to attacking.

Is Known: Age 15 ... now

 Available to: All with minimum relationship of Unfriendly.
 Effect: Captures a small and random (up to 1.35%) of the enemy land.
 Duration: Instant cast
 Cast Message: Our Land Lust over Enemy Province (location) has given us X new acres of land!
 Mystic Advisor Message: N/A
 Throne Room Notification: X acres of land have disappeared from our control!

Blizzard

Reduces the building effectiveness of a province, does not stack, has a medium cost and difficulty, with a short duration.

Is Known: Age 69 ... now

 Available to: Heretics
 Effect: Reduces the building effectiveness of a province by 10%.
 Duration: Instant cast
 Cast Message: ((pending))
 Mystic Advisor Message: N/A
 Throne Room Notification: Blizzards are besetting our works, and our building efficiency will be crippled by 10% for for X days!

Abolish Ritual

Reduces the strength of an enemy kingdom's province and has a high cost/difficulty

Is Known: Age 73 ... now

 Available to: All with minimum relationship of Unfriendly.
 Effect: Reduces ritual strength by 2%. Limited to 10 casts on a single enemy province.
 Duration: Instant cast
 Cast Message: ((pending))
 Mystic Advisor Message: N/A

Magic Ward

The paladin projects a magical ward into the skies above an enemy province, forcing the enemy to pour more resources into their spell casts.

Is Known: Age 72 ... now

 Available to: Paladins with minimum relationship of Unfriendly.
 Effect: Increases target's rune costs by 25%.
 Duration: Unknown
 Cast Message: Unknown
 Mystic Advisor Message: Unknown

Barrier of Integrity

The paladin places a magical barrier around an enemy province that enchants their peasantry, calling upon their deep-rooted morals to family and preventing them from signing up for military service.

Is Known: Age 72 ... now

 Available to: Paladins with minimum relationship of Unfriendly.
 Effect: Stops all drafting within a target province.
 Duration: Very short
 Cast Message: Unknown
 Mystic Advisor Message: Unknown

Retired Spells

Fountain of Knowledge

Science is a fundamental building block for any and all of the other parts of your province. While a Fountain of Knowledge spell is active, your students work harder and will learn more than they would otherwise. Fountain of Knowledge offers partial protection against the permanent damage caused by Amnesia (need confirmation).

Was changed to Revelation

Is Known: Age 39 ... Age 68

 Available to:  Humans, Faeries
 Effect: Increases your science research by 10% while the spell is active.
 Duration: max 24 hours
 Cast Message: Our students are blessed with excellent concentration for X Days!
 Mystic Advisor Message: Our students are blessed with excellent concentration for X days!

Vermin

Sending vermin scurrying into the food supplies of an opponent forces the destruction of a great deal of their reserves. For several weeks, vermin will eat away food at a pace far exceeding standard decay rates.

Is Known: Age 1 ... Age 67

 Available to: The Rogue
 Effect: Food decays at a rate of 6%, up from a base of 1%
 Duration: 
 Cast Message: Vermin will feast on the granaries of [Province Name] for X days.
 Mystic Advisor Message: Vermin have been discovered eating away our food supplies, and cannot be
 exterminated for X days.

Fog

Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell can last for a couple of days.

Is Known: Age 1 ... Age 50

 Available to: Dwarves, Faeries
 Effect: Increases enemy attack times by 3 hours.
 Duration: max 22 hours
 Cast Message: Our lands are protected by dense fog (Estimated: X more Days).
 Mystic Advisor Message: Our lands are filled with fog, slowing opposing armies for X days!

Crystal Ball

Knowing more about your friends and opponents is vital to your success as a leader. This spell gives you insight into the workings of any province of your choice.

Is Known: Age 1 ... Age 47

 Available to: All
 Effect: Displays the targeted provinces Throne Paper
 Duration: instant spell
 Cast Message: 
 Mystic Advisor Message:

Crystal Eye

Cast on a kingdom instead of an individual province, this option gives a Bird's Eye view of all that has happened across the kingdom of the current and previous months.

Is Known: Age 1 ... Age 47

 Available to: All
 Effect: Displays the targeted provinces Kingdom Paper
 Duration: instant spell
 Cast Message: 
 Mystic Advisor Message: 

Miner's Mystique

Mines generally serve as a stable, supplemental source of income. By casting this unique spell, you can substantially increase the money you collect through mining for a period lasting several weeks.

Is Known: Age 1 ... Age 21

Haste

Haste makes your workers build faster and harder than otherwise. All buildings constructed while the Haste spell is active will be completed faster than otherwise would be expected.

Is Known: Age 3 ... Age 14

Illusionary

By creating illusionary forces throughout your lands, it is possible to make an army of men look larger than life. Any crystal balls cast while this spell is active will show a larger-than-normal army.

Is Known: Age 1 ... Age 11

Mind Focus

Science is a fundamental building block for any and all of the other parts of your province. While a Mind Focus spell is active, your students work harder and will learn more than they would otherwise.

Was upgraded to Fountain of Knowledge

Is Known: Age 1 ... Age 38

Ghost Workers

Creating ghostly workers to perform the duties of your peasants, this spell increases your province's utilization, improving the quality and quantity of production throughout your land. This spell is effective for several days until the ghosts disappear.

Is Known: Age 13 ... Age 16


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The Spellbook
Self Spells Army Spells Defensive Spells Animate Dead  • Greater Protection  • Minor Protection  • Town Watch  • Wrathful Smite  • †Fog
Offensive Spells Aggression  • Anonymity  • Bloodlust  • Fanaticism  • Quick Feet  • War Spoils
Army Spells Inspire Army  • Hero's Inspiration  • Patriotism
Civil Spells Mystic Security Spells Divine Shield  • Mage's Fury  • Magic Shield  • Mystic Aura  • Nature's Blessing  • Reflect Magic
Thievery Spells Clear Sight  • Illuminate Shadows  • Invisibility  • Shadowlight
Economy Spells Builders' Boon  • Fertile Lands  • Fountain of Knowledge  • Love & Peace  • Mind Focus  • Paradise • Tree of Gold  • Revelation  • †Scientific Insights
Combat Spells Economy Damage Spells Friendly Blizzard  • Droughts  • Explosions  • Greed  • Gluttony  • Vermin
Unfriendly Amnesia  • Fool's Gold  • Land Lust  • Lightning Strike  • Magic Ward  • Sloth  • Tornadoes  • †Barrier of Integrity
Population Damage Spells Friendly Storms
Unfriendly Chastity  • Fireball  • Nightmares
Hostile Meteor Showers
Interaction Spells Friendly Crystal Ball  • Crystal Eye  • Pitfalls
Unfriendly Expose Thieves  • Mystic Vortex
Races & Personalities
Races Avians  • Dark Elves  • Dwarves  • Elves  • Faeries  • Halflings  • Humans  • Orcs  • Undead
Extinct Races Bocans  • Dryads  • Gnomes
Personalities The Artisan  • The Cleric  • The Heretic  • The Merchant  • The Mystic  • The Rogue  • The Sage  • The Shepherd  • The Tactician  • The War Hero  • The Warrior
Extinct Personalities The Freak  • The General  • The Paladin  • The Raider  • The Undead  • The Necromancer
The Utopia Guide
Introduction Getting Started with Utopia  • Creating a province  • Race & Personality
The Menus Throne  • Kingdom  • News

Explore  • Growth  • Science  • Military

Mystics  • Thievery  • War Room • Aid  • Dragon  • Ritual  • Stances

Mail & Forums

Politics  • Relations  • Rankings  • Preferences

Advanced MunkBot  • Invitations  • Reservations  • Utopia  • Province  • World of Legends  • Formulas
Rules Game Rules