Magic Formulas

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Wizards Per Acre

The ratio of your WPA to your opponent's WPA will determine the success rate of your conducted magic spells.

Raw WPA

Raw WPA = Number of Wizards / Acres


Mod WPA

Modified WPA = Raw WPA * Channeling Science * Racial Mod * Honour Mod


Modifier Type Active Otherwise
Channeling Science Check your science page
Race: Elf 1.3 1
Race: Human 0.75 1


Runes Cost Formula

Runes cost = ROUNDDOWN(( 0.68 * size + 680 ) * Spell Cost Multiplier * Race Mod)


Modifier Type Active Otherwise
Race: Dark Elf 0 1
Spell Cost Multiplier Table Below


Spell Table [Self Spells]

Spell Spell-Bonus Cost Multiplier Human Elf Dwarf Orc Gnome Dark Elf Avian Duration Description
Minor Protection 105% 0.35 Yes Yes Yes Yes Yes Yes Yes 12 Defensive Military Efficiency 5% higher (multiplied not added)
Greater Protection 105% 0.45 Yes No No No No No No 24 Defensive Military Efficiency 5% higher (multiplied not added)
Fog 0.6 No No Yes No No No No 12 Delays attackers' return time by 3 hours
Magic Shield 120% 0.5 Yes Yes Yes Yes Yes Yes Yes 14 Increases defensive Magic Effectiveness by 20%
Mystic Aura 0.5 No Yes No No No No No Makes the next spell casted on you to fail automatically
Fertile Lands 125% 0.5 Yes Yes Yes Yes Yes Yes Yes 16 25% higher food production.
Nature's Blessing 100% 0.6 Yes Yes Yes Yes Yes Yes Yes 16 Defense against droughts and storms. Has a 20% chance to cure the Plague on a successful cast.
Love & Peace 75% 0.7 Yes Yes Yes Yes Yes Yes Yes 14 Increases raw pop growth by 75%
Tree of Gold 40 - 80% 0.8 No No No No No Yes No Gives 40-80% of daily income
Quick Feet 90% 0.8 No Yes No No Yes No No Decreases your next return time by 10%
Builder's Boon 90% 1 Yes Yes Yes Yes Yes Yes Yes 12 10% reduced construction time
Inspire Army 85% / 80% 1.1 Yes Yes Yes Yes Yes Yes Yes 12 15% reduced army upkeep / 20% quicker training time
Anonymity 1.3 Yes Yes Yes Yes Yes Yes Yes Hides province name in the next attack, but reveals kingdom location. No honor gains when active. Prevents being ambushed. +15% attack time
Invisibility 110% 1.35 No No No No No Yes No 12 10% more thievery offense
Clear Sight 75% 1.4 No Yes No No No No Yes 18 Gives a 25% chance to catch thieves in addition to the normal chance
War Spoils 1.45 No No No No Yes No No 4 Land gained in attacks are taken control of immediately
Fanaticism 104% / 97% 1.5 No No No Yes No No No 8 Effect: Increases your offensive military effienciency by 5%.

Effect: Decreases your defensive military effienciency by 3%.

Fountain of Knowledge 110% 1.55 No Yes No No No No No 18 Science points learned each turn are increased by 10% during the duration of the spell
Town Watch 12.5% 1.6 No No No No Yes No Yes 10 Peasants defend equal to 1/4 of a soldier but suffer high casualties.
Aggression 1.65 Yes No No Yes No No No 12 Soldiers are 2/0 units instead of 1/1 units for the duration of the spell
Animate Dead 50% 1.7 No No Yes No No No No In your next defensive battle, half your army casualties are returned as soldiers
Reflect Magic 80% 1.8 No Yes No No No No No 12 20% of all spells cast on you are reflected back
Shadowlight 1.9 Yes Yes Yes Yes Yes Yes Yes Reveals the origin province for the next thievery on you.
Patriotism 130% 2.0 Yes Yes Yes Yes Yes Yes Yes 12 Increases draft speed by 30%
Paradise 3.0 Yes Yes Yes Yes Yes Yes Yes Creates a few acres of land, normally around 3-9 acres (Elf get 30% more), and depend on your % of Guilds.
Spell Spell-Bonus Cost Multiplier Human Elf Dwarf Orc Gnome Dark Elf Avian Duration Description


Spell Table [Offensive Spells]

Spell Spell-Bonus Cost Multiplier Human Elf Dwarf Orc Gnome Dark Elf Avian Duration Description
Chastity 0.7 No No No No Yes No No Reduces Pop Growth Rate to 0
Storms 33% 0.8 Yes Yes Yes Yes Yes Yes Yes 12 Reduces Pop Growth Rate from 2% to 0.75%, or 1.60% with L&P active. Cancels Droughts.
Droughts 75% 1.0 Yes Yes Yes Yes Yes Yes Yes 12 Food production reduced by 25%. Draft Speed is also reduced by 15%. Even kills some horses. Cancels Storms.
Vermin 450% 1.2 No No No No Yes No No 12 Food decay increased to 4.5% (from 1%)
Expose Thieves 93% 1.2 Yes Yes Yes Yes Yes Yes Yes Opponent stealth reduced to roughly 93% of original stealth
Greed 1.3 Yes Yes Yes Yes Yes Yes Yes 12 Increases draft cost and army upkeep by 25% for the opponent
Fools Gold 75% 1.4 No No No No No Yes No Converts 25% of equal sized opponent's gold into worthless lead
Pitfall 1.5 No Yes No No No No No 12 Causes opponent to suffer higher losses
Fireball 97% 1.5 Yes Yes Yes Yes Yes Yes Yes Unfriendly + Hostile + War: Kills 3% of equal sized opponent's peasants
Lightning Strike 75% 1.55 Yes Yes Yes Yes Yes Yes Yes Unfriendly + Hostile + War: Destroys somewhere around 20-30% of opponent's runes
Explosions 1.8 Yes Yes Yes Yes Yes Yes Yes 12 When sending aid if either the donor or the receiver are under the explosions spell, then there is a 50% chance that the shipment will be reduce to 55%-80% of what it would have been otherwise.
Amnesia 97% 1.9 No Yes No No No No No Unfriendly + Hostile + War: Turns up to 13% of opponent's science back into research, 65% of this science is relearned, the rest is destroyed.
Nightmares 97% 2.2 No No No No No Yes No Unfriendly + Hostile + War: Makes 3% soldiers leave opponent's army. Also around 1% def specs leave according to what I hear; and an amount of thieves too.
Mystic Vortex 50% 3.5 Yes Yes Yes Yes Yes Yes Yes Unfriendly + Hostile + War: For each active spell your opponent has, there's a 50% chance it's removed.
Meteor Shower 2.4 No No No No No No No 8 Must be Mystic in order to cast this spell. Unfriendly + Hostile + War: Kills some peasants and troops.
Tornadoes 2.5 Yes Yes Yes Yes Yes Yes Yes Unfriendly + Hostile + War: Destroys several of your opponent's buildings
Land Lust 3.5 Yes Yes Yes Yes Yes Yes Yes Unfriendly + Hostile + War: Captures between 1 acre and 1% of opponents land.
Spell Spell-Bonus Cost Multiplier Human Elf Dwarf Orc Gnome Dark Elf Avian Duration Description

Additional Information