Difference between revisions of "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.
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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. For more in-depth information on each Spell, check [[Magic Formulas]].
  
 
=== Essentials: Runes, Wizards, and Guilds ===
 
=== Essentials: Runes, Wizards, and Guilds ===
Spells require [[Runes]], [[Units#Units|Wizards]], and [[Buildings#Guilds|Guilds]] to be cast. [[Buildings#Towers|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 [[Units#Units|peasantry]] and reduce your number of available [[Economy#Peasants|workers]]. Be careful not to hold too many Wizards or you may be sacrificing your peasantry, [[Units#Units|thieves]], or [[Military|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.
+
Spells require [[Runes]], [[Units#Units|Wizards]], and [[Buildings#Guilds|Guilds]] to be cast. [[Buildings#Towers|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 [[Units#Units|peasantry]] and reduce your number of available [[Economy#Peasants|workers]]. Be careful not to hold too many Wizards or you may be sacrificing your peasantry, [[Units#Units|thieves]], or [[Military|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 5% Mana Rating. Casting spells is not without risks. Failed attempts can result in explosions and kill a small portion of your wizards.
  
 
=== Determining Success ===
 
=== Determining Success ===
To cast a spell, you must have both [[wizards]] and mystic [[runes]]. For spells cast upon yourself, success is based on your Guild percentage, your Building Efficiency and your magic effectiveness - 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. 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.
+
To cast a spell, you must have [[Growth#Guilds|Guilds]], wizards 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 will be 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 new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins. In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won't be as significant a part of the formula as previously.
+
For support 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 the caster 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 support caster. In other words, although you still need WPA it won't be a very significant part of the formula.
  
 
=== Duration of Spells ===
 
=== Duration of Spells ===
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* The nominal duration of that particular spell, which differs for each spell.
 
* 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 percentage of guilds the casting province has, with no additional effect for amounts over 20%.
* The relative net worth of the two provinces.
+
* The relative networth of the two provinces.
 
* The current relations between the two provinces' kingdoms.  
 
* The current relations between the two provinces' kingdoms.  
 
Additionally, there is an element of randomness.  
 
Additionally, there is an element of randomness.  
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=== Cost of Spells ===
 
=== 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.
+
All spells cost mana, which the province will regenerate each Utopian day up to a maximum of 100%. Once your mana falls below 5% you are unable to cast any more spells until your mana regenerates.
  
 
The costs of spells are:
 
The costs of spells are:
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* Self Spells - 3%
 
* Self Spells - 3%
 
* Offensive Spells (without relations) - 3%
 
* Offensive Spells (without relations) - 3%
* Offensive Spells (Unfriendly or higher relations) - 2%
+
* Offensive Spells (Hostile relations) - 2%
* Ritual Spells - 2%
+
* [[Ritual]] Spells - 2%
* Paladin Spells - 2%
+
* Support Spells on others - 2%
 +
* Successful received Support Spells - 2%
  
 
=== Restriction & Limits ===
 
=== Restriction & Limits ===
 
Certain spells are designated Unfriendly, Hostile or [[Relations#War|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.  
 
Certain spells are designated Unfriendly, Hostile or [[Relations#War|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.  
 +
<br>
  
 
Spells are divided into two categories, as listed below:
 
Spells are divided into two categories, as listed below:
  
*[[Mystics#The_Spell_Book:_the_self_spells|Self Spells]]
+
*[[Mystics#The_Spell_Book:_the_self_spells|Self Spells]]  
 +
** Some Self Spells can be cast on kingdom members by certain [[Race|Races]]. These spells are known as Support Spells. Success is based on the caster's WPA and relative networth to the target, and the duration of these spells is based on target's guilds. The list can be found [[Magic_Formulas#The Spell Book|'''here''']].
 +
**The caster gains honor from kd mates whom they cast support spells on. Those getting cast on lose honor when having a support spell casted on them, ~0.1%.
 
*[[Mystics#The_Spell_Book:_the_offensive_spells|Offensive spells]]
 
*[[Mystics#The_Spell_Book:_the_offensive_spells|Offensive spells]]
  
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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.
 
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.
  
 +
=== Aggression ===
 +
This spell refocuses your soldiers from versatile fighting units into an offensive machine. Giving them a lust for attacking, Soldiers will gain 2 offensive point in all combat for the duration of the spell. <!--During this period, though, they will lose 2 defensive point as well.-->
 +
 +
Is Known: Age 14 ... now
 +
 +
  Available to: [[Race#Orcs|Orc]]
 +
  Effect: Your soldiers gain 2 Offense points. <!--at the cost of losing 2 defense points.-->
 +
  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!
  
=== Minor Protection ===
+
=== Anonymity ===
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.
+
[[Relations#War|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 1 ... now
+
Is Known: Age 13 ... now
  
 
   Available to: [[Race|All]]
 
   Available to: [[Race|All]]
   Effect: Increases defensive military efficiency by 5%.
+
   Effect: Hides your province name during your next attack at the cost of no honor gains,
   Duration: max 24 hours
+
  causing the attacked province to be unable to ambush that attack.
   Cast Message: Our realm is now under a sphere of protection for X days.  
+
  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.
 +
 
 +
=== 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: [[Race#Orcs|Orc]]
 +
  Effect: A province under Bloodlust will have 10% increased Offensive Military Efficiency, inflict 15% more kills, and suffer 15% higher military 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
 
   Mystic Advisor Message: Same as Cast Message
  
=== Greater Protection ===
+
=== Builders' Boon ===
A more powerful version of the Minor Protection spell, this spell functions similarly but lasts potentially a great deal longer.
+
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 1 ... now
+
Is Known: Age 15 ... now
  
   Available to: [[Race#Avian|Avian]], [[Race#Human|Humans]], [[Race#Faery|Faeries]], [[Personality#The_Cleric|Clerics]]
+
   Available to: [[Race|All]]
   Effect: Increases defensive military efficiency by 5%.
+
   Effect: Decreases your construction times by 25% for building set to build while active.
   Duration: max 36 hours
+
   Duration: max 24 hours
   Cast Message: Our realm is now under a sphere of protection for X days.
+
   Cast Message: Our builders have been blessed with unnatural speed for X days!
   Mystic Advisor Message: Our realm is now under a sphere of protection for X days!
+
   Mystic Advisor Message: Same as cast message.
  
=== Magic Shield ===
+
=== Cast Ritual ===
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.
+
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 1 ... now
+
Is Known: [[Age 73]] ... now
  
 
   Available to: [[Race|All]]
 
   Available to: [[Race|All]]
   Effect: Increases your defensive magic efficiency by 20%.
+
   Effect: Progresses the ritual counter with each successful cast.
   Duration: max 24 hours
+
   Duration: Instant Cast
   Cast Message: For X days, the magical auras within our province will shine brightly!  
+
   Cast Message: We are now closer to completing our ritual project!
   Mystic Advisor Message: A shield protects us from the black magic of our enemies
+
   Mystic Advisor Message: N/A
  (Estimated: X more Days).
 
  
=== Mystic Aura ===  
+
=== Clear Sight ===
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.
+
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 ... [[Age 58]], [[Age 60]]
+
Is Known: Age 1 ... now
  
   Available to: [[Race#Dwarves|Dwarves]], [[Race#Faery|Faeries]]
+
   Available to: [[Personality#The_Merchant|Merchant]]
   Effect: Repels the next offensive spell cast upon you (except own spells).
+
   Effect: Automatically catches 25% of the thieves' operations conducted against your province.
   Duration: N/A
+
   Duration: max 22 days
   Cast Message: A Mystic Aura has been placed around our province, protecting us from the next evil
+
   Cast Message: Our police have been blessed with Clear Sight for X days!
  spell from abroad.
 
 
   Mystic Advisor Message: Same as Cast Message
 
   Mystic Advisor Message: Same as Cast Message
 +
 +
=== Divine Shield ===
 +
The caster protects his people from the dark magic of his enemies, granting them further protection against harmful Instant Spells.
 +
 +
Is Known: [[Age 72]] ... [[Age 80]] ... [[Age 87]] ... [[Age 103]]
 +
 +
  Available to: [[Personality#Cleric|Cleric]]
 +
  Effect: Reduces Instant Spell Damage taken by 20%.
 +
  Duration: Moderate, max time unknown
 +
  Cast Message: You imbue your province with a holy shield, protecting against foul sorcery for XX days!
 +
  Mystic Advisor Message: Same as cast message
 +
 +
=== Fanaticism ===
 +
Fanaticism focuses your army on combat, 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 in combat -- will fight less effectively on defense.
 +
 +
Is Known: Age 14 ... now
 +
 +
  Available to: [[Race|All]]
 +
  Effect: Increases your Offensive Military Efficiency by 5%. Decreases your Defensive Military
 +
  Efficiency by 5%.
 +
  Duration: max 9 hours
 +
  Cast Message: Our army will fight with fanaticism for X days!
 +
  Mystic Advisor Message: Our army fights with fanatical fervor
  
 
=== Fertile Lands ===
 
=== Fertile Lands ===
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   Mystic Advisor Message: Same as Cast Message
 
   Mystic Advisor Message: Same as Cast Message
  
=== Nature's Blessing ===
+
=== Fountain of Knowledge ===
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.
+
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).-->
  
Is Known: Age 1 ... now
+
Is Known: Age 39 ... [[Age 68]], [[Age 82]] ... now
  
   Available to: [[Race|All]]
+
   Available to: [[Race#Humans|Human]]
   Effect: Protects your land against Storms and Drought. Has a 20% chance of curing [[The_Plague|Plague]] (per cast).
+
   Effect: Increases your science book production by 10% while the spell is active.
   Duration: max 36 hours
+
   Duration: Moderate, max duration unknown
   Cast Message: Our lands have been blessed by nature for X days, and will be protected from drought
+
   Cast Message: Our students are blessed with excellent concentration for X Days!
  and storms. 
+
   Mystic Advisor Message: Our students are blessed with excellent concentration for X days!
   Mystic Advisor Message: Our land is blessed by nature (Estimated: X more Days).
 
  
=== Love & Peace ===
+
=== Ghost Workers ===
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.
+
Creating ghostly workers to perform the duties of your peasants, this spell reduces reduces the amount of filled jobs for maximum efficiency. This spell is effective for several days until the ghosts disappear.
  
Is Known: Age 7 ... now
+
Is Known: Age 13 ... Age 16 ... [[Age 81]] ... now
  
   Available to: [[Race|All]]
+
   Available to: [[Race#Undead|Undead]]
   Effect: Increases base birth rate from 2.05% to 2.85%.
+
   Effect: The required number of jobs filled for maximum Building Efficiency is reduced by 25%.
   Duration: max 22 hours
+
   Duration: Moderate, max time unknown
   Cast Message: Our peasantry is influenced by a magical calm. We expect birth rates to be higher for
+
   Cast Message: Magical auras enchant our buildings and begin working with increased productivity for XX days!
  X days!  
+
   Mystic Advisor Message: Same as cast message
   Mystic Advisor Message: Our people feel at peace (Estimated: X more Days).
 
  
=== Tree of Gold ===
+
=== Greater Protection ===
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.
+
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
 
Is Known: Age 1 ... now
  
   Available to: [[Race#Faery|Faeries]]
+
   Available to: [[Race#Avian|Avian]]
   Effect: Magically creates a small amount of gold (from 26.66 to 53.33% of your daily income).
+
   Effect: Increases Defensive Military Efficiency by 5%.
   Duration: Instant cast
+
   Duration: max time unknown
   Cast Message: X gold coins have fallen from the trees!
+
   Cast Message: Our realm is now under a sphere of protection for X days.
   Mystic Advisor Message: n/a
+
   Mystic Advisor Message: Our realm is now under a sphere of protection for X days!
  
=== Quick Feet ===  
+
=== Guile ===
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.
+
By focusing your mind and employing cunning techniques, you increase the Damage of your Spells and Operations.
  
Is Known: Age 1 ... now
+
Is Known: [[Age 90]] ... [[Age 92]], [[Age 94]], [[Age 95]], [[Age 98]], [[Age 104]]
  
   Available to: [[Race#Humans|Humans]], [[Race#Faery|Faeries]]
+
   Available to: [[Race#Dark_Elves|Dark Elf]]
   Effect: Decreases your attack times by 10% for your next attack.
+
   Effect: Increases Instant Spell and Sabotage Operation Damage by 10%.
   Duration: Removed after 1 attack.
+
   Duration: Moderate, max time unknown
   Cast Message: Our armies have been blessed with excellent speed for their next battle.
+
   Cast Message: Our thieves and wizards' assimilated concentration will increase their damage for X days!
   Mystic Advisor Message: Our armies are blessed with incredible speed during our next battle.
+
   Mystic Advisor Message: Our thieves and wizards' assimilated concentration will increase their damage for X days!
  
=== Builders' Boon ===
+
=== Hero's Inspiration ===
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.
+
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 15 ... now
+
Is Known: [[Age 72]] ... [[Age 80]], [[Age 82]], [[Age 85]] ... [[Age 86]], [[Age 93]] ... [[Age 98]], [[Age 101]] ... now
  
   Available to: [[Race|All]]
+
   Available to: [[Personality#The_War_Hero|War Hero]]
   Effect: Decreases your construction times by 10% for building set to build while active.
+
   Effect: Decreases your military wages by 30%. Decreases your military training time by 30%. Does not stack with [[Mystics#Inspire_Army|Inspire Army]].
 
   Duration: max 24 hours
 
   Duration: max 24 hours
   Cast Message: Our builders have been blessed with unnatural speed for X days!  
+
   Cast Message: Our army has been inspired to train even harder. We expect maintenance costs to be reduced for X days!  
   Mystic Advisor Message: Our builders work with haste
+
   Mystic Advisor Message: Same as Cast Message
 +
 
 +
=== Illuminate Shadows ===
 +
Shine 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: [[Personality#Cleric|Cleric]]
 +
  Effect: Reduces damage from thievery operations by 20%.
 +
  Duration: Moderate, max time unknown
 +
  Cast Message: Your mages fill your province with holy light, reducing shadows for thieves to hide in for XX days!
 +
  Mystic Advisor Message: Same as cast message
  
=== Anonymity ===
+
=== Inspire Army ===
[[Relations#War|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.
+
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 13 ... now
+
Is Known: Age 7 ... [[Age 71]], [[Age 74]] ... now
  
 
   Available to: [[Race|All]]
 
   Available to: [[Race|All]]
   Effect: Hides your province name during your next attack at the cost of no honor gains,
+
   Effect: Decreases your military wages by 15%. Decreases your military training time by 20%.  
  causing the attacked province to be unable to ambush that attack.
+
   Duration: max 24 hours
  Decreases your attack gains by 15% for your next attack.
+
   Cast Message: Our army has been inspired to train harder. We expect maintenance costs to be  
   Duration: removed after attack
+
  reduced for X days!
   Cast Message: Our next attack will be cloaked under the shades of anonymity.
+
   Mystic Advisor Message: Same as Cast Message
   Mystic Advisor Message: Our armies are surrounded by a cloud of anonymity for our next battle.
 
  
 
=== Invisibility ===
 
=== 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.
+
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 and incur 20% lower losses.
  
 
Is Known: Age 1 ... now
 
Is Known: Age 1 ... now
  
   Available to: [[Race#Faery|Faeries]]
+
   Available to: [[Race#Dark_Elves|Dark Elf]]
   Effect: Increases your offensive thievery efficiency by 10%.
+
   Effect: Increases your Offensive Thievery Efficiency by 10%. Reduce Thieves lost during Thievery Operations by 20%.
 
   Duration: max 22 hours
 
   Duration: max 22 hours
 
   Cast Message: Our thieves have been made partially invisible for X Days!
 
   Cast Message: Our thieves have been made partially invisible for X Days!
 
   Mystic Advisor Message: Same as Cast Message
 
   Mystic Advisor Message: Same as Cast Message
  
=== Clear Sight ===
+
=== Love & Peace ===
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.
+
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 1 ... now
+
Is Known: Age 7 ... now
  
   Available to: [[Personality#The_Tactician|Tacticians]], [[Race#Elves|Elves]], [[Race#Faery|Faeries]]
+
   Available to: [[Race|All]]
   Effect: Automatically catches 25% of the thieves' operations conducted against your province.
+
   Effect: Increases base birth rate from 2.05% to 2.85%. Increase War Horses production by 40%.
  Duration: max 22 days
+
   Duration: max 22 hours
  Cast Message: Our police have been blessed with Clear Sight for X days!
+
   Cast Message: Our peasantry is influenced by a magical calm. We expect birth rates to be higher for
  Mystic Advisor Message: Same as Cast Message
+
  X days!  
 
+
   Mystic Advisor Message: Our people feel at peace (Estimated: X more Days).
=== Fanaticism ===
 
Fanaticism focuses your army on combat and [[Relations#War|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 [[Relations#War|war]] -- will fight less effectively on defense.
 
 
 
Is Known: Age 14 ... now
 
 
 
  Available to: [[Race#Avians|Avians]], [[Race#Faery|Faeries]], [[Personality#The_Warrior|Warriors]]
 
  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 ===
 
=== Mage's Fury ===
This spell sparks a destructive fervour in your Mages Guild. They increase their efforts to cause damage to their opponents, whilst sacrificing a portion of their own defense temporarily.
+
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
 
Is Known: [[Age 49]] ... now
  
   Available to: [[Race#Halflings|Halflings]], [[Race#Faery|Faeries]]
+
   Available to: [[Race#Dark_Elves|Dark Elf]]
   Effect: This spell increases the province's WPA by 20% for offensive purposes while decreasing  
+
   Effect: This spell increases the province's WPA by 25% for offensive purposes while decreasing  
   it by 20% for defensive
+
   it by 25% for defensive
 
   purposes. No effect on self-spells.
 
   purposes. No effect on self-spells.
 
   Duration: max 12 hours
 
   Duration: max 12 hours
Line 231: Line 278:
 
   Mystic Advisor 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 ===
+
=== Magic Shield ===
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.
+
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 69]] ... now
+
Is Known: Age 1 ... now
  
   Available to: [[Personality#The_Heretic|Heretics]], [[Personality#The_Mystic|Mystics]], [[Personality#The_Rogue|Rogues]], [[Race#Faery|Faeries]]
+
   Available to: [[Race|All]]
   Effect: Increases the rate of a new scientist emerging on by 30% while the spell is active.
+
   Effect: Increases your defensive magic efficiency by 20%.
 
   Duration: max 24 hours
 
   Duration: max 24 hours
   Cast Message: Our students are blessed with excellent concentration for X Days!
+
   Cast Message: For X days, the magical auras within our province will shine brightly!  
   Mystic Advisor Message: Our students are blessed with excellent concentration for X days!
+
   Mystic Advisor Message: A shield protects us from the black magic of our enemies
 +
  (Estimated: X more Days).
 +
 
 +
===Miner's Mystique===
 +
Peasants generate a stable, supplemental source of income thru mining. By casting this unique spell, you can increase the money you collect for a period lasting several weeks.
 +
 
 +
Is Known: Age 1 ... Age 21 ... [[Age 97]] ... now
 +
 
 +
  Available to: [[Race#Dwarves|Dwarf]]
 +
  Effect: Increases Income by 0.3 per Peasant.
 +
  Duration: Moderate, max time unknown
 +
  Cast Message: Unknown
 +
  Mystic Advisor Message: Unknown
  
=== Town Watch ===
+
=== Minor Protection ===
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 [[Relations#War|war]] - and since they are not well-armed, they will suffer heavy losses.
+
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 7 ... now
+
Is Known: Age 1 ... now
  
   Available to: [[Race#Undead|Undead]], [[Race#Faery|Faeries]]
+
   Available to: [[Race|All]]
   Effect: Every 4 of your peasants will defend your land with 1 point of defense.
+
   Effect: Increases defensive military efficiency by 5%.
   Duration: max 18 hours
+
   Duration: max 24 hours
   Cast Message: Our peasants will help defend our lands for X days!
+
   Cast Message: Our realm is now under a sphere of protection for X days.
   Mystic Advisor Message: Our peasants will help defend our lands for X days!
+
   Mystic Advisor Message: Same as Cast Message
  
=== Aggression ===
+
=== Mist ===
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.
+
Casting a sphere of protection over your province, this spell helps protect your province from invasion.  
  
Is Known: Age 14 ... now
+
Is Known: [[Age 85]] ... now
  
   Available to: [[Race#Halflings|Halflings]], [[Race#Faery|Faeries]], [[Race#Dryads|Dryads]]
+
   Available to: [[Race#Elves|Elf]]
   Effect: Turns all your soldiers into 2/0 troops before modifiers.
+
   Effect: Lowers enemy Gains by 10% on defensive battles for a duration.
   Duration: max 24 days.
+
   Duration: Short, max time unknown
   Cast Message: Our soldiers will fight with unique aggression for X days!
+
   Cast Message: Our lands are protected by a sacred mist for X days from attacks against us!
   Mystic Advisor Message: Our soldiers will fight with unique aggression for X days!
+
   Mystic Advisor Message: Our lands are protected by a sacred mist for X days from attacks against us!
  
=== Animate Dead ===
+
=== Nature's Blessing ===
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.
+
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
 
Is Known: Age 1 ... now
  
   Available to: [[Personality#The_Cleric|The Cleric]], [[Race#Faery|Faeries]]
+
   Available to: [[Race|All]]
   Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.
+
   Effect: Protects your land against Storms and Drought. Has a 33% chance of curing [[The_Plague|Plague]] (per cast).
   Duration: Expires when attacked.
+
   Duration: max 36 hours
   Cast Message: Our dead will be awakened the next time our lands are attacked!
+
   Cast Message: Our lands have been blessed by nature for X days, and will be protected from drought
   Mystic Advisor Message: Same as Cast Message
+
  and storms. 
 +
   Mystic Advisor Message: Our land is blessed by nature (Estimated: X more Days).
 +
 
 +
=== 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
  
=== War Spoils ===
+
  Available to: All
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.
+
  Effect: Creates a small amount of land per cast, this land comes directly from your explore pool. Between 1-10 acres per cast.
 +
  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 [[Relations#War|War]] and Protection. This spell utilizes acres from the explore pool. If the explore pool is empty, it will return 0 acres.
  
Is Known: Age 12 ... [[Age 58]], [[Age 60]] ... now
+
=== 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.
  
  Available to: [[Personality#The__War_Hero|War Heroes]], [[Race#Faery|Faeries]]
+
Is Known: Age 11 ... now
  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 ===
+
  Available to: [[Race|All]]
 +
  Effect: Increases military draft speed by 30%. Lowers Propaganda Damage received by 30%.
 +
  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
  
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.
+
=== 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 ... Age 22, [[Age 49]] .. [[Age 58]], [[Age 59]] ... now
+
Is Known: Age 1 ... [[Age 86]], [[Age 88]] ... now
  
   Available to: [[Race#Avian|Avians]], [[Race#Orcs|Orcs]], [[Race#Faery|Faeries]]
+
   Available to: [[Race#Halflings|Halfling]]
   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.
+
   Effect: Decreases your Attack Time by 10%.
   Duration: Not yet known.
+
   Duration: Short
   Cast Message: Our armies crave the scent of blood. They will savage the enemy, or die trying.  
+
   Cast Message: Our armies have been blessed with excellent speed.
   Mystic Advisor Message: Same as Cast Message
+
   Mystic Advisor Message: Our armies are blessed with incredible speed.
  
 
=== Reflect Magic ===
 
=== 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.
 
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
+
Is Known: Age 1 ... [[Age 98]], [[Age 103]]
  
   Available to: [[Race#Orcs|Orcs]], [[Race#Faery|Faeries]]
+
   Available to: [[Personality#The_Shepherd|Shepherd]]
 
   Effect: Has a 25% chance of reflecting offensive spells cast upon your province.
 
   Effect: Has a 25% chance of reflecting offensive spells cast upon your province.
 
   Duration: max 18 hours.
 
   Duration: max 18 hours.
 
   Cast Message: Some of the spells cast upon our lands will be reflected back upon their creators for X days!
 
   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
+
 
 +
=== Salvation ===
 +
Salvation protects Military in Combat, reducing all Military Casualties by 15%.
 +
 
 +
Is Known: [[Age 97]] ... now
 +
 
 +
  Available to: [[Race#Elves|Elf]]
 +
  Effect: Decrease Military Casualties of target province by 15%.
 +
  Duration: Moderate, max time unknown
 +
  Cast Message:
 +
   Mystic Advisor Message:
  
 
=== Shadowlight ===
 
=== 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.
+
Shadowlight places a face upon a shadow, revealing the province associated with the next thievery operation against your lands. It will also prevent the next sabotage from being successful.
  
 
Is Known: Age 1 ... now
 
Is Known: Age 1 ... now
  
   Available to: [[Race|All]]
+
   Available to: [[Race#All|All]]
   Effect: Reveals the name of the next province performing a successful thievery operation upon your
+
   Effect: Reveals the name of the next province performing a successful thievery operation upon your province. Deflects the next sabotage operation.
  province.
 
 
   Duration: Expires on enemy thievery attempt
 
   Duration: Expires on enemy thievery attempt
   Cast Message: Our lands are blessed with Shadowlight. The next time thieves enter our lands their
+
   Cast Message: Our lands are blessed with Shadowlight. The next time thieves enter our lands their identities will be revealed.
  identities will be revealed.
 
 
   Mystic Advisor Message: Same as Cast Message
 
   Mystic Advisor Message: Same as Cast Message
  
=== Patriotism ===
+
=== Town Watch ===
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.
+
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 [[Relations#War|war]] - and since they are not well-armed, they will suffer heavy losses.
 +
 
 +
Is Known: Age 7 ... now
 +
 
 +
  Available to: [[Race#Halflings|Halfling]]
 +
  Effect: Every 5 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!
 +
 
 +
=== 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 11 ... now
+
Is Known: Age 1 ... now
  
   Available to: [[Race|All]]
+
   Available to: [[Race#Humans|Human]]
   Effect: Increases military draft speed by 30%.
+
   Effect: Magically creates a small amount of gold (from 26.66% to 53.33% of your daily income).
   Duration: max 20 hours
+
   Duration: Instant cast
   Cast Message: Our people are excited about the military and will signup more quickly for x days!
+
   Cast Message: X gold coins have fallen from the trees!  
   Mystic Advisor Message: Same as Cast Message
+
   Mystic Advisor Message: n/a
  
=== Paradise ===
+
=== War Spoils ===
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.
+
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 ... now
+
Is Known: Age 12 ... [[Age 58]], [[Age 60]] ... [[Age 101]], [[Age 104]]...Now
  
   Available to: [[Personality#The_Mystic|Mystics]], [[Personality#The_Rogue|Rogues]] (not [[Race#Faery|Faeries]])
+
   Available to: [[Race|All]] - with a minimum relationship of [[Relations#War|War]]
   Effect: Creates a small amount of land per cast, this land comes directly from your explore pool.
+
   Effect: Makes the land gained from Traditional March immediately available.
   Duration: instant cast
+
   Duration: max 6 hours
   Cast Message: Our mages created X acres more land for us to use.
+
   Cast Message: Our army has been blessed with immediate War Spoils for X days!
   Mystic Advisor Message: N/A
+
   Mystic Advisor Message: War Spoils give us quick returns on our attacks
 
Note: Paradise is not available during [[Relations#War|War]] or while in [[Stance#Stances|Fortified]] stance. This spells utilizes acres from the explore pool. If the explore pool is empty it will return 0 acres.
 
  
=== Paladin's Inspiration ===
+
=== Wrath ===
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.  
+
Smite foes who dare to inflict harm upon the target. Enemy attackers suffer increased Military Casualties when attacking lands protected by this spell.
  
 
Is Known: [[Age 72]] ... now
 
Is Known: [[Age 72]] ... now
  
   Available to: [[Personality#The_Paladin|Paladins]]
+
   Available to: [[Race#Elves|Elf]]
   Effect: Decreases your military wages by and training time by 30%.
+
   Effect: Increases enemy casualties when attacking the protected province by 20%.
   Duration: max 24 hours
+
   Duration: Moderate, max time unknown
   Cast Message: Our army has been inspired to train harder. We expect maintenance costs to be
+
   Cast Message: Your magic will smite attackers for XX days!  
  reduced for X days!  
+
   Mystic Advisor Message: Same as cast message
   Mystic Advisor Message: Same as Cast Message
+
 
 +
<!--== The Spell Book: Support Spells ==
 +
Listed here is current ages active support spells.
 +
 
 +
*Minor Protection
 +
*Greater Protection
 +
*Fertile Lands
 +
*Magic Shield
 +
*Natures Blessing
 +
*Love and Peace
 +
*Builders Boon
 +
*Inspire Army
 +
*Patriotism
 +
*Divine Shield
 +
*Illuminate Shadows
 +
*Salvation
 +
 
 +
'''Note:''' In order to cast a particular Support Spell, you must have access to it
  
=== Scientific Insights ===
+
'''Note:''' Successful Support Spells will now also remove 2 Mana from the target of the Spell. You can also choose to block support spells from the Wizard's Page.-->
This spell clears the minds of your scientists, allowing them to think more clearly and increasing the effectiveness of their research. This spell can also be cast on the provinces of kingdom mates.
 
  
Is Known: [[Age 72]] ... now
+
== 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.  
  
  Available to: [[Personality#The_Paladin|Paladins]]
+
=== Abolish Ritual ===
  Effect: Increase the science effectiveness of target province by 10%.
+
Reduces the strength of an enemy kingdom's province and has a high cost/difficulty
  Duration: Short, max time unknown
 
  Cast Message: Unknown
 
  Mystic Advisor Message: Unknown
 
  
=== Illuminate Shadows ===
+
Is Known: [[Age 73]] ... now
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. This spell can also be cast on the provinces of kingdom mates.
 
  
Is Known: [[Age 72]] ... now
+
  Available to: [[Race|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].
 +
  Effect: Reduces ritual strength by 2%. Limited to 10 casts on a single enemy province.
 +
  Duration: Instant
 +
  Cast Message: Your mages infest the guilds of X. Their ritual is now x% destroyed! This province can still be targeted X times!
 +
  Mystic Advisor Message: N/A
  
  Available to: [[Personality#The_Paladin|Paladins]]
+
=== Amnesia ===
  Effect: Reduces damage from thievery operations by 20%.
+
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. Its effects are temporary. By casting Amnesia, you can cause an enemy province to lose effectiveness of their arts & sciences knowledge, opening a window to attack or further damage the enemy.
  Duration: Moderate, max time unknown
 
  Cast Message: Unknown
 
  Mystic Advisor Message: Unknown
 
  
=== Wrathful Smite ===
+
Is Known: Age 1 ... now
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. This spell can also be cast on the provinces of kingdom mates.
 
  
Is Known: [[Age 72]] ... now
+
  Available to: [[Race|All]] - with a minimum relationship of [[Relations#War|War]]
 +
  Effect: Temporarily removes ~5% of target's current total allocated Science Books. These Books return over 24 ticks. <!--Successful Casts will display the target's current Science Effectiveness.-->
 +
  Duration: Instant with duration effect: 24 Ticks
 +
  Cast Message: N/A
 +
  Mystic Advisor Message: N/A
 +
  Throne Room Notification: N/A
  
  Available to: [[Personality#The_Paladin|Paladins]]
+
=== Blizzard ===
  Effect: Increases enemy casualties from attacking provinces.
+
Reduces the building effectiveness of a province for a short duration.
  Duration: Moderate, max time unknown
 
  Cast Message: Unknown
 
  Mystic Advisor Message: Unknown
 
  
=== Divine Shield ===
+
Is Known: [[Age 69]] ... now
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: [[Race#Dark_Elves|Dark Elf]]
 +
  Effect: Reduces the Building Effectiveness of a province by 10%.
 +
  Duration: Short
 +
  Cast Message: Your wizards gather n runes and begin casting, and the spell succeeds. Blizzards will beset the works of [province name] (#:#) for X days!
 +
  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!
  
  Available to: [[Personality#The_Paladin|Paladins]]
+
=== Chastity ===
  Effect: Increases defensive magic efficiency by 20%.
+
Introducing Chastity amongst the peasants of your opponents is an effective way to grind their population growth to a halt.
  Duration: Moderate, max time unknown
 
  Cast Message: Unknown
 
  Mystic Advisor Message: Unknown
 
  
== The Spell Book: Offensive Spells ==
+
Is Known: [[Age 47]] ... now
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.  
 
  
 +
  Available to: [[Race#Elves|Elf]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]
 +
  Effect: Decreases Birth Rate by 50%.
 +
  Duration: Medium
 +
  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!
  
=== Storms ===
+
=== Crystal Ball ===
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.  
+
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 ... now
+
Is Known: Age 1 ... [[Age 47]], [[Age 88]] ... now
  
 
   Available to: [[Race|All]]
 
   Available to: [[Race|All]]
   Effect: Kills 1.5% of total population per day.
+
   Effect: Displays the targeted provinces Throne
   Duration:  
+
   Duration: Instant
   Cast Message: Storms will ravage [province name] (##:##) for X days!
+
   Cast Message:  
   Mystic Advisor Message:
+
  Mystic Advisor Message: N/A
   Throne Room Notification: Storms are ravaging our lands!
+
 
 +
=== 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]], [[Age 105]]
 +
 
 +
  Available to: All
 +
  Effect: Displays the targeted provinces Kingdom Paper.
 +
   Duration: Instant
 +
  Cast Message:  
 +
   Mystic Advisor Message:  
  
 
=== Droughts ===
 
=== 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.  
+
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. Increases Arson damage taken by 15%.
  
 
Is Known: Age 1 ... now
 
Is Known: Age 1 ... now
Line 426: Line 546:
 
   Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%.
 
   Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%.
 
   Some horses may also die as a result.
 
   Some horses may also die as a result.
   Duration:  
+
  Increases Arson damage taken by 15%.
 +
   Duration: Medium
 
   Cast Message: A drought will reign over the lands of [Province Name] for X days!  
 
   Cast Message: A drought will reign over the lands of [Province Name] for X days!  
 
   Mystic Advisor Message:
 
   Mystic Advisor Message:
  
=== Gluttony ===  
+
=== Explosions ===
One of the seven deadly sins, your population will consume more food.
+
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 68]] ... now
+
Is Known: Age 10 ... now
  
   Available to: [[Personality#The_Rogue|The Rogue]], [[Race#Faery|Faeries]]
+
   Available to: [[Race|All]]
   Effect: Increases food required by 25%.
+
   Effect: 50% chance to reduce an aid shipment to 55%-80% of original size.
 
   Duration:  
 
   Duration:  
   Cast Message: The gluttony of [target] has increased for X days.
+
   Cast Message: Explosions will rock aid shipments to and from [Province Name] 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.
+
   Mystic Advisor Message: Explosions will rock aid shipments to and from our province for X days!
  
 
=== Expose Thieves ===
 
=== Expose Thieves ===
Line 446: Line 567:
 
Is Known: Age 1 ... now
 
Is Known: Age 1 ... now
  
   Available to: [[Race|All]]
+
   Available to: [[Race|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]
   Effect: Decreases available stealth of target province to between 66% and 93% of its original amount.
+
   Effect: Reduces Stealth level by 5% of current level each Tick, before Stealth regeneration.
   Duration: Instant cast
+
   Duration: Medium
 
   Cast Message: Our mages have illuminated the lands of our enemies and exposed the thieves that walk
 
   Cast Message: Our mages have illuminated the lands of our enemies and exposed the thieves that walk
 
   through their lands.
 
   through their lands.
 
   Mystic Advisor Message: N/A
 
   Mystic Advisor Message: N/A
  
=== Greed ===
+
=== Fireball ===  
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.
+
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 12 ... now
+
Is Known: Age 1 ... now
  
   Available to: [[Race|All]]
+
   Available to: [[Race|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]]  
   Effect: Increases military wages and draft costs by 25%.
+
   Effect: Kills a small and random portion of peasants (4.5-7.5%).
   Duration:  
+
   Duration: Instant
   Cast Message: Our mages have caused our enemy's soldiers to turn greedy for X days.
+
   Cast Message: A fireball burns through the skies of [province name] (##:##). X peasants are killed
   Mystic Advisor Message:  
+
  in the destruction!
  Throne Room Notification: Enemies have convinced our soldiers to demand more money for upkeep.
+
   Mystic Advisor Message: N/A
  
 
=== Fool's Gold ===  
 
=== Fool's Gold ===  
Line 470: Line 591:
 
Is Known: Age 12 ... now
 
Is Known: Age 12 ... now
  
   Available to: [[Personality#The_Paladin|Paladins]], [[Race#Faery|Faeries]] with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]
+
   Available to: [[Personality#The_Heretic|Heretic]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]
   Effect: Destroys some gold.
+
   Effect: Destroys up to 25% of target's gold.
   Duration: Instant Cast
+
   Duration: Instant
 
   Cast Message: Our mages have turned X gold coins in [Province Name] to worthless lead.
 
   Cast Message: Our mages have turned X gold coins in [Province Name] to worthless lead.
 
   Mystic Advisor Message: N/A
 
   Mystic Advisor Message: N/A
 
   Throne Room Notification: X gold coins have been turned into worthless lead.
 
   Throne Room Notification: X gold coins have been turned into worthless lead.
  
=== Pitfalls ===
+
=== Gluttony ===  
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 [[Relations#War|war]].
+
One of the seven deadly sins, your population will consume more food.
  
Is Known: Age 14 ... now
+
Is Known: [[Age 68]] ... now
  
   Available to: [[Race#Faery|Faeries]], [[Personality#The_War Hero|The War Heroes]]
+
   Available to: [[Race|All]]
   Effect: Increases defensive military losses by 25%.
+
   Effect: Increases food required by 25%.
 
   Duration:  
 
   Duration:  
   Cast Message: Pitfalls will haunt the lands of [province name] (##:##) for X days. They will suffer
+
   Cast Message: The gluttony of [target] has increased for X days.
  increased defensive losses during battle.  
+
   Mystic Advisor Message: A fit of gluttony has descended upon our people, and they will not be sated until for X days.
   Mystic Advisor Message:
 
  
=== Fireball ===  
+
=== Greed ===
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.
+
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 1 ... now
+
Is Known: Age 12 ... now
  
   Available to: [[Race|All]] with minimum relationship of [[Relations#Unfriendly|Unfriendly]]  
+
   Available to: [[Race|All]]
   Effect: Kills a small and random portion of peasants (4-7%).
+
   Effect: Increases military wages and draft costs by 25%.
  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: [[Personality#The_Mystic|Mystics]], [[Race#Faery|Faeries]] with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]
 
  Effect: Suspends births, preventing population from growing naturally.
 
 
   Duration:  
 
   Duration:  
   Cast Message: Much to the chagrin of their men, the womenfolk of [Province Name] have taken a vow
+
   Cast Message: Our mages have caused our enemy's soldiers to turn greedy for X days.
  of chastity for X days!
+
   Mystic Advisor Message:  
   Mystic Advisor Message: Our womenfolk have taken a vow of chastity preventing population growth for
+
  Throne Room Notification: Enemies have convinced our soldiers to demand more money for upkeep.
  X days!
 
  
 
=== Lightning Strike ===
 
=== Lightning Strike ===
Line 519: Line 626:
 
Is Known: Age 1 ... now
 
Is Known: Age 1 ... now
  
   Available to: [[Race|All]] with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]
+
   Available to: [[Race|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]
 
   Effect: Destroys a random portion of runes between 30-65%.
 
   Effect: Destroys a random portion of runes between 30-65%.
   Duration: Instant cast.
+
   Duration: Instant
 
   Cast Message: Lightning strikes the Towers in [province name] (##:##) and incinerates X runes!
 
   Cast Message: Lightning strikes the Towers in [province name] (##:##) and incinerates X runes!
 
   Mystic Advisor Message: N/A
 
   Mystic Advisor Message: N/A
  
=== Explosions ===
+
=== Land Lust ===  
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.
+
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: [[Race|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].
 +
  Effect: Captures a small and random (up to 1.25%) of the enemy land.
 +
  Duration: Instant
 +
  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!
 +
 
 +
=== Magic Ward ===
 +
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 10 ... now
+
Is Known: [[Age 72]] ... [[Age 81]], [[Age 86]]... now
  
   Available to: [[Race|All]]
+
   Available to: [[Race#Dark_Elves|Dark Elf]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].
   Effect: 50% chance to reduce aid shipment to 55%-80% of original size.
+
   Effect: Increases target's rune costs by 100%.
  Explosions effect any shipment on a province with the spell active.
 
 
   Duration:  
 
   Duration:  
   Cast Message: Explosions will rock aid shipments to and from [Province Name] for X days!
+
   Cast Message: Unknown
   Mystic Advisor Message: Explosions will rock aid shipments to and from our province for X days!
+
  Mystic Advisor Message: Unknown
 +
 
 +
=== 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: [[Personality#The_Mystic|Mystic]] - with minimum relationship of [[Relations#Hostile|Hostile]]
 +
  Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the
 +
  spell is active.
 +
  Duration: Short-moderate
 +
  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!
  
=== Amnesia ===  
+
=== Mystic Vortex ===  
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.
+
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
 
Is Known: Age 1 ... now
  
   Available to: [[Personality#Sage|Sages]], [[Race#Faery|Faeries]] with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]
+
   Available to: [[Race|All]] - with a minimum relationship of [[Relations#Unfriendly|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.
+
   Effect: Nullifies spells on the enemy province (50% chance per spell).
   Duration: Instant Spell with duration effect: Research queue length dependent.
+
   Duration: Instant
   Cast Message: ((needed))
+
   Cast Message: A magic vortex overcomes the province of [province name] (##:##), negating X active
 +
  spells.
 
   Mystic Advisor Message: N/A
 
   Mystic Advisor Message: N/A
 +
  Throne Room Notification: A magic vortex rendered many of our spells inactive!
  
 
=== Nightmares ===  
 
=== Nightmares ===  
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Is Known: Age 1 ... now
 
Is Known: Age 1 ... now
  
   Available to: [[Personality#The_Heretic|Heretics]], [[Race#Undead|Undead]], [[Race#Faery|Faeries]] with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]
+
   Available to: [[Personality#The_Heretic|Heretic]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]
   Effect: Returns around 1.5% of the military troops (specialists, elites and thieves) under training
+
   Effect: Instantly returns around 1.5% of the military troops (specialists, elites and thieves) under training for 8 days.
  for 8 days.
+
  Will only affect the troops that are at home.
 
   Soldiers simply quit the army.
 
   Soldiers simply quit the army.
   Duration: Instant Spell with duration effect: Troops in training queue stretching 8 days.
+
   Duration: Instant damage spell, with duration effect: Troops in training queue stretching 8 days (not affected by Train Time or Spell Duration).
 
   Cast Message: During the night, X of the men in the armies and thieves' guilds of [Province Name]
 
   Cast Message: During the night, X of the men in the armies and thieves' guilds of [Province Name]
 
   had nightmares.  
 
   had nightmares.  
Line 566: Line 699:
 
     The Soldiers quit, while the rest are being retrained. They should be available again in 8 days.
 
     The Soldiers quit, while the rest are being retrained. They should be available again in 8 days.
  
=== Mystic Vortex ===  
+
=== Pitfalls ===
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.
+
Placing magical pitfalls throughout an enemy's lands will cause them to suffer higher Military Defensive Casualties in combat for several days. This is an effective way to frustrate attackers and strengthen your own position in the midst of [[Relations#War|war]].
  
Is Known: Age 1 ... now
+
Is Known: Age 14 ... now
  
   Available to: [[Race|All]] with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]
+
   Available to: [[Race#Elves|Elf]]
   Effect: Nullifies spells on the enemy province (50% chance per spell).
+
   Effect: Increases defensive military losses by 15%.
   Duration: Instant cast
+
   Duration: Medium
   Cast Message: A magic vortex overcomes the province of [province name] (##:##), negating X active
+
   Cast Message: Pitfalls will haunt the lands of [province name] (##:##) for X days. They will suffer
   spells.  
+
   increased defensive losses during battle.  
   Mystic Advisor Message: N/A
+
   Mystic Advisor Message:
  Throne Room Notification: A magic vortex rendered many of our spells inactive!
 
  
=== Meteor Showers ===  
+
=== Storms ===
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.
+
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. Increases Tornado damage taken by 15%.
  
Is Known: Age 12 ... now
+
Is Known: Age 1 ... now
  
   Available to: [[Personality#The_Mystic|Mystics]], [[Race#Faery|Faeries]] with minimum relationship of [[Relations#Unfriendly|Unfriendly]]
+
   Available to: [[Race|All]]
   Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the
+
   Effect: Kills 1.5% of peasant population per day.
   spell is active.
+
   Increases Tornado damage taken by 15%.
 
   Duration:  
 
   Duration:  
   Cast Message: Meteors will rain across the lands of [province name] (##:##) for X days
+
   Cast Message: Storms will ravage [province name] (##:##) for X days!
   Mystic Advisor Message: Meteors rain across our lands, and are not expected to stop for X days.
+
   Mystic Advisor Message:
   Throne Room Notification: Meteors rain across the lands and kill X peasants and X troops!
+
   Throne Room Notification: Storms are ravaging our lands!
  
 
=== Tornadoes ===
 
=== Tornadoes ===
Line 597: Line 729:
 
Is Known: Age 14 ... now
 
Is Known: Age 14 ... now
  
   Available to: [[Race|All]] with minimum relationship of [[Relations#Unfriendly|Unfriendly]].
+
   Available to: [[Race|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].
 
   Effect: Destroys a small and random portion of buildings.
 
   Effect: Destroys a small and random portion of buildings.
   Duration: Instant cast
+
   Duration: Instant
 
   Cast Message: Tornadoes scour the lands of [province name] (##:##), laying waste to X acres of
 
   Cast Message: Tornadoes scour the lands of [province name] (##:##), laying waste to X acres of
 
   buildings!
 
   buildings!
Line 606: Line 738:
 
   buildings!
 
   buildings!
  
=== Land Lust ===  
+
=== Vermin ===  
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.
+
Sending vermin scurrying into the Food supplies of an opponent forces the destruction of a great deal of their reserves.
  
Is Known: Age 15 ... now
+
Is Known: Age 1 ... [[Age 67]], [[Age 82]] ... [[Age 86]], [[Age 90]] ... now
  
   Available to: [[Race|All]] with minimum relationship of [[Relations#Unfriendly|Unfriendly]].
+
   Available to: [[Race#Halfing|Halfling]]
   Effect: Captures a small and random (up to 1.35%) of the enemy land.
+
   Effect: Destroys (on average) about 50% of target's Food supplies.
   Duration: Instant cast
+
   Duration: Instant
   Cast Message: Our Land Lust over Enemy Province (location) has given us X new acres of land!
+
   Cast Message: Unknown
  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: [[Personality#The_Heretic|Heretics]], [[Race#Faery|Faeries]]
 
  Effect: Reduces the building effectiveness of a province by 10%.
 
  Duration: Instant cast
 
  Cast Message: ((pending))
 
 
   Mystic Advisor Message: N/A
 
   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!
 
 
=== 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: [[Personality#The_Paladin|Paladins]] with minimum relationship of [[Relations#Unfriendly|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: [[Personality#The_Paladin|Paladins]] with minimum relationship of [[Relations#Unfriendly|Unfriendly]].
 
  Effect: Stops all drafting within a target province.
 
  Duration: Very short
 
  Cast Message: Unknown
 
  Mystic Advisor Message: Unknown
 
  
 
== Retired Spells ==  
 
== Retired Spells ==  
  
=== Inspire Army ===
+
=== Animate Dead ===
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.
+
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.
  
Was upgraded to [[Mystics#Paladin's Inspiration|Paladin's Inspiration]]
+
Is Known: Age 1 ... [[Age 87]], [[Age 90]] ... now
  
Is Known: Age 7 ... [[Age 71]]
+
   Available to: [[Race#Undead|Undead]]
 
+
   Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.
   Available to: [[Race|All]]
+
   Duration: Expires when attacked.
   Effect: Decreases your military wages by 15%. Decreases your military training time by 20%.
+
   Cast Message: Our dead will be awakened the next time our lands are attacked!  
   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
 
   Mystic Advisor Message: Same as Cast Message
  
=== Fountain of Knowledge ===
+
=== Barrier of Integrity ===
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.
+
Stops all drafting that would normally take place in target province.  
Fountain of Knowledge offers partial protection against the permanent damage caused by Amnesia (need confirmation).
 
  
Was upgraded to [[Mystics#Revelation|Revelation]]
+
Was upgraded to [[Mystics#Sloth|Sloth]]
  
Is Known: Age 39 ... [[Age 68]]
+
Is Known: Age 72 ... [[Age 80]]
 
 
  Available to:  [[Race#Humans|Humans]], [[Race#Faery|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: [[Personality#The_Rogue|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 ===
 
=== Fog ===
Line 699: Line 774:
 
Is Known: Age 1 ... [[Age 50]]
 
Is Known: Age 1 ... [[Age 50]]
  
   Available to: [[Race#Dwarves|Dwarves]], [[Race#Faery|Faeries]]
+
   Available to: [[Race#Dwarves|Dwarf]], [[Race#Faeries|Faery]]
 
   Effect: Increases enemy attack times by 3 hours.
 
   Effect: Increases enemy attack times by 3 hours.
 
   Duration: max 22 hours
 
   Duration: max 22 hours
Line 705: Line 780:
 
   Mystic Advisor Message: Our lands are filled with fog, slowing opposing armies for X days!
 
   Mystic Advisor Message: Our lands are filled with fog, slowing opposing armies for X days!
  
===Crystal Ball===
+
===Haste===
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.
+
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===
 +
Wizard Production is a fundamental element for all parts of your province. While a Mind Focus spell is active, your guilds work harder and will produce more wizards than they would otherwise.
  
Is Known: Age 1 ... [[Age 47]]
+
Is Known: Age 1 ... [[Age 38]], [[Age 93]] ... [[Age 99]], [[Age 102]]
  
   Available to: All
+
   Available to: [[Race#Dark_Elves|Dark Elf]]
   Effect: Displays the targeted provinces Throne Paper
+
   Effect: Increases Wizard Production by 25%.
   Duration: instant spell
+
   Duration: max 20 hours
   Cast Message:  
+
   Cast Message: Your guilds will produce extra wizards for X days!
   Mystic Advisor Message:
+
   Mystic Advisor Message: Same as Cast Message
  
===Crystal Eye===
+
=== Mystic Aura ===  
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.
+
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 47]]
+
Is Known: Age 1 ... [[Age 58]], [[Age 60]] ... now
  
   Available to: All
+
   Available to: [[Race#Dwarf|Dwarf]]
   Effect: Displays the targeted provinces Kingdom Paper
+
   Effect: Repels the next offensive spell cast upon you (except own spells).
   Duration: instant spell
+
   Duration: N/A
   Cast Message:  
+
   Cast Message: A Mystic Aura has been placed around our province, protecting us from the next evil
   Mystic Advisor Message:  
+
  spell from abroad.
 +
   Mystic Advisor Message: Same as Cast Message
  
===Miner's Mystique===
+
Note that Mystic Aura does not activate on intel spells like Crystal Ball.
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
+
=== 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.
  
===Haste===
+
Is Known: [[Age 69]] ... [[Age 103]]
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
+
  Available to: [[Personality#The_Sage|Sage]]
 +
  Effect: Increases the rate of a new scientist emerging on by 30% while the spell is active.
 +
  Duration: Medium, max duration unknown
 +
  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!
  
===Illusionary===
+
=== Scientific Insights ===
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.
+
This spell clears the minds of your scientists, allowing them to think more clearly and increasing the effectiveness of their research.
  
Is Known: Age 1 ... Age 11
+
Is Known: [[Age 72]] ... [[Age 92]], [[Age 96]] ... [[Age 98]], [[Age 100]] ... [[Age 103]]
  
===Mind Focus===
+
  Available to: [[Personality#The_Sage|Sage]]
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.
+
  Effect: Increase the science effectiveness of target province by 10%.
 +
  Duration: Medium, max time unknown
 +
  Cast Message: Your scientists have been imbued with mental energy, making them work harder for XX days!
 +
  Mystic Advisor Message: Same as cast message
  
Was upgraded to [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]]
+
=== Sloth ===
 +
This spell enchants the enemy's peasantry, calling upon their deep-rooted morals to family and preventing them from signing up for military service.
  
Is Known: Age 1 ... [[Age 38]]
+
Is Known: [[Age 72]] ... [[Age 81]], [[Age 87]] ... now
  
===Ghost Workers===
+
  Available to: [[Race#Dark_Elves|Dark Elf]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].
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.
+
  Effect: Reduces drafting within a target province by 50%. Also increases Draft Cost by 100%.
 +
  Duration: Short
 +
  Cast Message: Unknown
 +
  Mystic Advisor Message: Unknown
  
Is Known: Age 13 ... Age 16
 
  
  
 
{{PreviousNext| [[Military]] | [[Thievery]]}}
 
{{PreviousNext| [[Military]] | [[Thievery]]}}
 +
 +
{{Guide navigation}}
 +
{{Races}}
 
{{Spellbook}}
 
{{Spellbook}}
{{Races}}
+
 
{{Guide navigation}}
+
 
 
[[Category:Main]]
 
[[Category:Main]]
 +
[[Category:Guide]]

Latest revision as of 23:42, 8 March 2024

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. For more in-depth information on each Spell, check Magic Formulas.

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 5% Mana Rating. Casting spells is not without risks. Failed attempts can result in explosions and kill a small portion of your wizards.

Determining Success

To cast a spell, you must have Guilds, wizards 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 support 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 the caster 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 support caster. In other words, although you still need WPA it won't be a very 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 5% you are unable to cast any more spells until your mana regenerates.

The costs of spells are:

  • Self Spells - 3%
  • Offensive Spells (without relations) - 3%
  • Offensive Spells (Hostile relations) - 2%
  • Ritual Spells - 2%
  • Support Spells on others - 2%
  • Successful received Support Spells - 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:

  • Self Spells
    • Some Self Spells can be cast on kingdom members by certain Races. These spells are known as Support Spells. Success is based on the caster's WPA and relative networth to the target, and the duration of these spells is based on target's guilds. The list can be found here.
    • The caster gains honor from kd mates whom they cast support spells on. Those getting cast on lose honor when having a support spell casted on them, ~0.1%.
  • Offensive spells

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.

Aggression

This spell refocuses your soldiers from versatile fighting units into an offensive machine. Giving them a lust for attacking, Soldiers will gain 2 offensive point in all combat for the duration of the spell.

Is Known: Age 14 ... now

 Available to: Orc
 Effect: Your soldiers gain 2 Offense points. 
 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!

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.

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: Orc
 Effect: A province under Bloodlust will have 10% increased Offensive Military Efficiency, inflict 15% more kills, and suffer 15% higher military 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

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 25% 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: Same as cast message.

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: We are now closer to completing our ritual project!
 Mystic Advisor Message: N/A

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: Merchant
 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

Divine Shield

The caster protects his people from the dark magic of his enemies, granting them further protection against harmful Instant Spells.

Is Known: Age 72 ... Age 80 ... Age 87 ... Age 103

 Available to: Cleric
 Effect: Reduces Instant Spell Damage taken by 20%. 
 Duration: Moderate, max time unknown
 Cast Message: You imbue your province with a holy shield, protecting against foul sorcery for XX days! 
 Mystic Advisor Message: Same as cast message

Fanaticism

Fanaticism focuses your army on combat, 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 in combat -- will fight less effectively on defense.

Is Known: Age 14 ... now

 Available to: All
 Effect: Increases your Offensive Military Efficiency by 5%. Decreases your Defensive Military 
 Efficiency by 5%.
 Duration: max 9 hours
 Cast Message: Our army will fight with fanaticism for X days! 
 Mystic Advisor Message: Our army fights with fanatical fervor

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

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.

Is Known: Age 39 ... Age 68, Age 82 ... now

 Available to: Human
 Effect: Increases your science book production by 10% while the spell is active.
 Duration: Moderate, max duration unknown
 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!

Ghost Workers

Creating ghostly workers to perform the duties of your peasants, this spell reduces reduces the amount of filled jobs for maximum efficiency. This spell is effective for several days until the ghosts disappear.

Is Known: Age 13 ... Age 16 ... Age 81 ... now

 Available to: Undead
 Effect: The required number of jobs filled for maximum Building Efficiency is reduced by 25%.
 Duration: Moderate, max time unknown
 Cast Message: Magical auras enchant our buildings and begin working with increased productivity for XX 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: Avian
 Effect: Increases Defensive Military Efficiency by 5%.
 Duration: max time unknown
 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!

Guile

By focusing your mind and employing cunning techniques, you increase the Damage of your Spells and Operations.

Is Known: Age 90 ... Age 92, Age 94, Age 95, Age 98, Age 104

 Available to: Dark Elf
 Effect: Increases Instant Spell and Sabotage Operation Damage by 10%.
 Duration: Moderate, max time unknown
 Cast Message: Our thieves and wizards' assimilated concentration will increase their damage for X days!
 Mystic Advisor Message: Our thieves and wizards' assimilated concentration will increase their damage for X days!

Hero'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 ... Age 80, Age 82, Age 85 ... Age 86, Age 93 ... Age 98, Age 101 ... now

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

Illuminate Shadows

Shine 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: Cleric
 Effect: Reduces damage from thievery operations by 20%.
 Duration: Moderate, max time unknown
 Cast Message: Your mages fill your province with holy light, reducing shadows for thieves to hide in for XX days! 
 Mystic Advisor Message: Same as cast message

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 ... Age 71, Age 74 ... now

 Available to: All
 Effect: Decreases your military wages by 15%. Decreases your military training time by 20%. 
 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

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 and incur 20% lower losses.

Is Known: Age 1 ... now

 Available to: Dark Elf
 Effect: Increases your Offensive Thievery Efficiency by 10%. Reduce Thieves lost during Thievery Operations by 20%.
 Duration: max 22 hours
 Cast Message: Our thieves have been made partially invisible for X Days!
 Mystic Advisor Message: Same as Cast Message

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%. Increase War Horses production by 40%.
 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).

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: Dark Elf
 Effect: This spell increases the province's WPA by 25% for offensive purposes while decreasing 
 it by 25% 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!

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).

Miner's Mystique

Peasants generate a stable, supplemental source of income thru mining. By casting this unique spell, you can increase the money you collect for a period lasting several weeks.

Is Known: Age 1 ... Age 21 ... Age 97 ... now

 Available to: Dwarf
 Effect: Increases Income by 0.3 per Peasant.
 Duration: Moderate, max time unknown
 Cast Message: Unknown
 Mystic Advisor Message: Unknown

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

Mist

Casting a sphere of protection over your province, this spell helps protect your province from invasion.

Is Known: Age 85 ... now

 Available to: Elf
 Effect: Lowers enemy Gains by 10% on defensive battles for a duration.
 Duration: Short, max time unknown
 Cast Message: Our lands are protected by a sacred mist for X days from attacks against us!
 Mystic Advisor Message: Our lands are protected by a sacred mist for X days from attacks against us!

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).

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: All
 Effect: Creates a small amount of land per cast, this land comes directly from your explore pool. Between 1-10 acres per cast.
 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 and Protection. This spell utilizes acres from the explore pool. If the explore pool is empty, it will return 0 acres.

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 30%.
 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

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.

Is Known: Age 1 ... Age 86, Age 88 ... now

 Available to: Halfling
 Effect: Decreases your Attack Time by 10%.
 Duration: Short
 Cast Message: Our armies have been blessed with excellent speed.
 Mystic Advisor Message: Our armies are blessed with incredible speed.

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 ... Age 98, Age 103

 Available to: Shepherd
 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!

Salvation

Salvation protects Military in Combat, reducing all Military Casualties by 15%.

Is Known: Age 97 ... now

 Available to: Elf
 Effect: Decrease Military Casualties of target province by 15%.
 Duration: Moderate, max time unknown
 Cast Message: 
 Mystic Advisor Message:

Shadowlight

Shadowlight places a face upon a shadow, revealing the province associated with the next thievery operation against your lands. It will also prevent the next sabotage 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. Deflects the next sabotage operation.
 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

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: Halfling
 Effect: Every 5 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!

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: Human
 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

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 ... Age 101, Age 104...Now

 Available to: All - with a minimum relationship of War
 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 X days! 
 Mystic Advisor Message: War Spoils give us quick returns on our attacks

Wrath

Smite foes who dare to inflict harm upon the target. Enemy attackers suffer increased Military Casualties when attacking lands protected by this spell.

Is Known: Age 72 ... now

 Available to: Elf
 Effect: Increases enemy casualties when attacking the protected province by 20%.
 Duration: Moderate, max time unknown
 Cast Message: Your magic will smite attackers for XX days! 
 Mystic Advisor Message: Same as cast message


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.

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 Message: Your mages infest the guilds of X. Their ritual is now x% destroyed! This province can still be targeted X times! 
 Mystic Advisor Message: N/A

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. Its effects are temporary. By casting Amnesia, you can cause an enemy province to lose effectiveness of their arts & sciences knowledge, opening a window to attack or further damage the enemy.

Is Known: Age 1 ... now

 Available to: All - with a minimum relationship of War
 Effect: Temporarily removes ~5% of target's current total allocated Science Books. These Books return over 24 ticks. 
 Duration: Instant with duration effect: 24 Ticks
 Cast Message: N/A
 Mystic Advisor Message: N/A
 Throne Room Notification: N/A

Blizzard

Reduces the building effectiveness of a province for a short duration.

Is Known: Age 69 ... now

 Available to: Dark Elf
 Effect: Reduces the Building Effectiveness of a province by 10%.
 Duration: Short
 Cast Message: Your wizards gather n runes and begin casting, and the spell succeeds. Blizzards will beset the works of [province name] (#:#) for X days!
 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!

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: Elf - with a minimum relationship of Unfriendly
 Effect: Decreases Birth Rate by 50%.
 Duration: Medium
 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!

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, Age 88 ... now

 Available to: All
 Effect: Displays the targeted provinces Throne
 Duration: Instant
 Cast Message: 
 Mystic Advisor Message: N/A

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, Age 105

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

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. Increases Arson damage taken by 15%.

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.
 Increases Arson damage taken by 15%.
 Duration: Medium
 Cast Message: A drought will reign over the lands of [Province Name] for X days! 
 Mystic Advisor Message:

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 an aid shipment to 55%-80% of original size.
 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!

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: Reduces Stealth level by 5% of current level each Tick, before Stealth regeneration.
 Duration: Medium
 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

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 (4.5-7.5%).
 Duration: Instant
 Cast Message: A fireball burns through the skies of [province name] (##:##). X peasants are killed
 in the destruction!
 Mystic Advisor Message: N/A

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 up to 25% of target's gold.
 Duration: Instant
 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.

Gluttony

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

Is Known: Age 68 ... now

 Available to: All
 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.

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.

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 Message: Lightning strikes the Towers in [province name] (##:##) and incinerates X runes!
 Mystic Advisor Message: N/A

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 1.25%) of the enemy land.
 Duration: Instant
 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!

Magic Ward

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 ... Age 81, Age 86... now

 Available to: Dark Elf - with minimum relationship of Unfriendly.
 Effect: Increases target's rune costs by 100%.
 Duration: 
 Cast Message: Unknown
 Mystic Advisor Message: Unknown

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: Mystic - with minimum relationship of Hostile
 Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the
 spell is active.
 Duration: Short-moderate
 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!

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 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!

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: Heretic - with a minimum relationship of Unfriendly
 Effect: Instantly 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 damage spell, with duration effect: Troops in training queue stretching 8 days (not affected by Train Time or Spell Duration).
 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.

Pitfalls

Placing magical pitfalls throughout an enemy's lands will cause them to suffer higher Military Defensive Casualties in 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: Elf
 Effect: Increases defensive military losses by 15%.
 Duration: Medium
 Cast Message: Pitfalls will haunt the lands of [province name] (##:##) for X days. They will suffer
 increased defensive losses during battle. 
 Mystic Advisor Message:

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. Increases Tornado damage taken by 15%.

Is Known: Age 1 ... now

 Available to: All
 Effect: Kills 1.5% of peasant population per day.
 Increases Tornado damage taken by 15%.
 Duration: 
 Cast Message: Storms will ravage [province name] (##:##) for X days!
 Mystic Advisor Message:
 Throne Room Notification: Storms are ravaging our lands!

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 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!

Vermin

Sending vermin scurrying into the Food supplies of an opponent forces the destruction of a great deal of their reserves.

Is Known: Age 1 ... Age 67, Age 82 ... Age 86, Age 90 ... now

 Available to: Halfling
 Effect: Destroys (on average) about 50% of target's Food supplies.
 Duration: Instant
 Cast Message: Unknown
 Mystic Advisor Message: N/A

Retired Spells

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 ... Age 87, Age 90 ... now

 Available to: Undead
 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

Barrier of Integrity

Stops all drafting that would normally take place in target province.

Was upgraded to Sloth

Is Known: Age 72 ... Age 80

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: Dwarf, Faery
 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!

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

Wizard Production is a fundamental element for all parts of your province. While a Mind Focus spell is active, your guilds work harder and will produce more wizards than they would otherwise.

Is Known: Age 1 ... Age 38, Age 93 ... Age 99, Age 102

 Available to: Dark Elf
 Effect: Increases Wizard Production by 25%.
 Duration: max 20 hours
 Cast Message: Your guilds will produce extra wizards for X days!
 Mystic Advisor Message: Same as Cast Message

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 ... now

 Available to: Dwarf
 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

Note that Mystic Aura does not activate on intel spells like Crystal Ball.

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 ... Age 103

 Available to: Sage
 Effect: Increases the rate of a new scientist emerging on by 30% while the spell is active.
 Duration: Medium, max duration unknown
 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!

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 ... Age 92, Age 96 ... Age 98, Age 100 ... Age 103

 Available to: Sage
 Effect: Increase the science effectiveness of target province by 10%.
 Duration: Medium, max time unknown
 Cast Message: Your scientists have been imbued with mental energy, making them work harder for XX days! 
 Mystic Advisor Message: Same as cast message

Sloth

This spell enchants the enemy's peasantry, calling upon their deep-rooted morals to family and preventing them from signing up for military service.

Is Known: Age 72 ... Age 81, Age 87 ... now

 Available to: Dark Elf - with minimum relationship of Unfriendly.
 Effect: Reduces drafting within a target province by 50%. Also increases Draft Cost by 100%.
 Duration: Short
 Cast Message: Unknown
 Mystic Advisor Message: Unknown


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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

Mail & Forums

Politics  • Relations  • Rankings  • Preferences

Advanced MunkBot  • Invitations  • Reservations  • Utopia  • Province  • World of Legends  • Formulas
Rules Game Rules
Races & Personalities
Races Avians  • Dwarves  • Elves  • Faeries  • Halflings  • Humans  • Orcs  • Undead
Extinct Races Bocans  • Dark Elves  • Dryads  • Gnomes
Personalities The Cleric  • The Mystic  • The Necromancer  • The Rogue  • The Sage  • The Tactician  • The War Hero  • The Warrior
Extinct Personalities The Artisan  • The Freak  • The General  • The Heretic  • The Merchant  • The Paladin  • The Raider  • The Shepherd  • The Undead
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  • Patriotism  • †Hero's Inspiration
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  • Paradise  • Revelation  • Scientific Insights  • Tree of Gold  • †Mind Focus
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  • Pitfalls  • †Crystal Eye
Unfriendly Expose Thieves  • Mystic Vortex