Spell Uses
From The Utopian Encyclopedia
Contents
- 1 The Spell Book: Self Spells
- 1.1 Minor Protection
- 1.2 Greater Protection
- 1.3 Magic Shield
- 1.4 Mystic Aura
- 1.5 Fertile Lands
- 1.6 Nature's Blessing
- 1.7 Love & Peace
- 1.8 Tree of Gold
- 1.9 Quick Feet
- 1.10 Builders' Boon
- 1.11 Inspire Army
- 1.12 Anonymity
- 1.13 Invisibility
- 1.14 Clear Sight
- 1.15 War Spoils
- 1.16 Fanaticism
- 1.17 Mage's Fury
- 1.18 Fountain of Knowledge
- 1.19 Town Watch
- 1.20 Aggression
- 1.21 Animate Dead
- 1.22 Reflect Magic
- 1.23 Shadowlight
- 1.24 Bloodlust
- 1.25 Patriotism
- 1.26 Paradise
- 2 The Spell Book: Offensive Spells
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
Minor Protection
Effect: Increases defensive military efficiency by 5%.
Greater Protection
Effect: Increases defensive military efficiency by 5%. Duration: max 36 hours
Magic Shield
Effect: Increases your defensive magic efficiency by 20%.
Mystic Aura
Effect: Repels the next offensive spell cast upon you (except own spells).
Fertile Lands
Effect: Increases food production by 25%.
Nature's Blessing
Effect: Protects your land against Storms and Drought. Has a 20% chance of curing Plague (per cast).
Love & Peace
Effect: Increases base birth rate from 2.05% to 2.80%.
Tree of Gold
Effect: Magically creates a small amount of gold (from 40 to 80% of your daily income).
Quick Feet
Effect: Decreases your attack times by 10% for your next attack. Duration: Removed after 1 attack.
Builders' Boon
Effect: Decreases your construction times by 10% for building set to build while active.
Inspire Army
Effect: Decreases your military wages by 15%. Decreases your military training time by 20%. Duration: max 24 hours
Anonymity
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
Invisibility
Effect: Increases your offensive thievery efficiency by 10%.
Clear Sight
Effect: Automatically catches 25% of the thieves' operations conducted against your province.
War Spoils
Effect: Makes the land gained from Traditional March immediately available. Duration: max 6 hours
Fanaticism
Effect: Increases your offensive military effienciency by 5%. Decreases your defensive military effienciency by 3%.
Mage's Fury
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.
Fountain of Knowledge
Effect: Increases your science research by 10% while the spell is active.
Town Watch
Effect: Every 4 of your peasants will defend your land with 1 point of defense.
Aggression
Effect: Turns all your soldiers into 2/0 (Halfling: 3/1) troops before modifiers.
Animate Dead
Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.
Reflect Magic
Effect: Has a 25% chance of reflecting offensive spells cast upon your province.
Shadowlight
Effect: Reveals the name of the next province performing a successful thievery operation upon your province.
Bloodlust
Effect: A province under Bloodlust will inflict 15% more kills and suffer 5% higher losses on their next attack.
Patriotism
Effect: Increases military draft speed by 30%.
Paradise
Effect: Creates a small amount of land per cast.
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
Effect: Kills 1.5% of total population per day.
Droughts
Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%. Some horses may also die as a result.
Vermin
Effect: Food decays at a rate of 6%, up from a base of 1%
Expose Thieves
Effect: Decreases available stealth of target province to 93% of its original amount.
Greed
Effect: Increases military wages by 25%.
Fool's Gold
Effect: Destroys some gold.
Pitfalls
Effect: Increases defensive military losses by 25%.
Fireball
Effect: Kills a small and random portion of peasants (4-7%).
Chastity
Effect: Suspends births, preventing population from growing naturally.
Lightning Strike
Effect: Destroys a random portion of runes between 30-65%.
Explosions
Effect: 50% chance to reduce aid shipment to 55%-80% of original size.
Amnesia
Effect: Turns up to 13% of opponent's science back into research, 65% of this science is relearned, the rest is destroyed.
Nightmares
Effect: Returns around 1.5% of the military troops (specialists, elites and thieves) under training for 8 days.
Mystic Vortex
Effect: Nullifies spells on the enemy province (50% chance per spell).
Meteor Showers
Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the spell is active.
Tornadoes
Effect: Destroys a small and random portion of buildings.
Land Lust
Effect: Captures a small and random (up to 1,35%) of the enemy land.