Difference between revisions of "Spell Uses"

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   Effect: Creates a small amount of land per cast.
 
   Effect: Creates a small amount of land per cast.
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== The Spell Book: Offensive Spells ==
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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.
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=== Storms ===
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  Effect: Kills 1.5% of total population per day.
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=== Droughts ===
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  Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%.
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  Some horses may also die as a result.
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=== Vermin ===
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  Effect: Food decays at a rate of 6%, up from a base of 1%
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=== Expose Thieves ===
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  Effect: Decreases available stealth of target province to 93% of its original amount.
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=== Greed ===
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  Effect: Increases military wages by 25%.
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=== Fool's Gold ===
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  Effect: Destroys some gold.
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=== Pitfalls ===
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  Effect: Increases defensive military losses by 25%.
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=== Fireball ===
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  Effect: Kills a small and random portion of peasants (4-7%).
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=== Chastity ===
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  Effect: Suspends births, preventing population from growing naturally.
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=== Lightning Strike ===
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  Effect: Destroys a random portion of runes between 30-65%.
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=== Explosions ===
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  Effect: 50% chance to reduce aid shipment to 55%-80% of original size.
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=== Amnesia ===
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  Effect: Turns up to 13% of opponent's science back into research, 65% of this science is relearned, the rest is destroyed.
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=== Nightmares ===
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  Effect: Returns around 1.5% of the military troops (specialists, elites and thieves) under training for 8 days.
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=== Mystic Vortex ===
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  Effect: Nullifies spells on the enemy province (50% chance per spell).
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=== Meteor Showers ===
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  Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the spell is active.
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=== Tornadoes ===
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  Effect: Destroys a small and random portion of buildings.
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=== Land Lust ===
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  Effect: Captures a small and random (up to 1,35%) of the enemy land.

Revision as of 22:47, 4 January 2013

The Spell Book: Self Spells

Listed here is a short reference guide to each of the spells available that can be cast on yourself. Any restrictions on use will be listed under the name. The max cast shown does not include any racial bonuses


Minor Protection

 Effect: Increases defensive military efficiency by 5%.
 

Greater Protection

 Effect: Increases defensive military efficiency by 5%.
 Duration: max 36 hours
 

Magic Shield

 Effect: Increases your defensive magic efficiency by 20%.
 

Mystic Aura

 Effect: Repels the next offensive spell cast upon you (except own spells).
 

Fertile Lands

 Effect: Increases food production by 25%.
 

Nature's Blessing

 Effect: Protects your land against Storms and Drought. Has a 20% chance of curing Plague (per cast).
 

Love & Peace

 Effect: Increases base birth rate from 2.05% to 2.80%.

Tree of Gold

 Effect: Magically creates a small amount of gold (from 40 to 80% of your daily income).
 

Quick Feet

 Effect: Decreases your attack times by 10% for your next attack.
 Duration: Removed after 1 attack.
 

Builders' Boon

 Effect: Decreases your construction times by 10% for building set to build while active.

Inspire Army

 Effect: Decreases your military wages by 15%. Decreases your military training time by 20%.
 Duration: max 24 hours

Anonymity

 Effect: Hides your province name during your next attack at the cost of no honor gains,
 causing the attacked province to be unable to ambush that attack.
 Decreases your attack gains by 15% for your next attack.
 Duration: removed after attack
 

Invisibility

 Effect: Increases your offensive thievery efficiency by 10%.
 

Clear Sight

 Effect: Automatically catches 25% of the thieves' operations conducted against your province.

War Spoils

 Effect: Makes the land gained from Traditional March immediately available.
 Duration: max 6 hours
 

Fanaticism

 Effect: Increases your offensive military effienciency by 5%. Decreases your defensive military effienciency by 3%.
 

Mage's Fury

 Effect: This spell increases the province's WPA by 20% for offensive purposes while decreasing it by 20% for defensive
 purposes. No effect on self-spells.
 

Fountain of Knowledge

 Effect: Increases your science research by 10% while the spell is active.

Town Watch

 Effect: Every 4 of your peasants will defend your land with 1 point of defense.
 

Aggression

 Effect: Turns all your soldiers into 2/0 (Halfling: 3/1) troops before modifiers.
 

Animate Dead

 Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.
 

Reflect Magic

 Effect: Has a 25% chance of reflecting offensive spells cast upon your province.
 

Shadowlight

 Effect: Reveals the name of the next province performing a successful thievery operation upon your province.
 

Bloodlust

 Effect: A province under Bloodlust will inflict 15% more kills and suffer 5% higher losses on their next attack.
 

Patriotism

 Effect: Increases military draft speed by 30%.
 

Paradise

 Effect: Creates a small amount of land per cast.

The Spell Book: Offensive Spells

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



Storms

 Effect: Kills 1.5% of total population per day.
 

Droughts

 Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%.
 Some horses may also die as a result.
 

Vermin

 Effect: Food decays at a rate of 6%, up from a base of 1%
   

Expose Thieves

 Effect: Decreases available stealth of target province to 93% of its original amount.
 

Greed

 Effect: Increases military wages by 25%.


Fool's Gold

 Effect: Destroys some gold.

Pitfalls

 Effect: Increases defensive military losses by 25%.

Fireball

 Effect: Kills a small and random portion of peasants (4-7%).
 

Chastity

 Effect: Suspends births, preventing population from growing naturally.
 

Lightning Strike

 Effect: Destroys a random portion of runes between 30-65%.
 

Explosions

 Effect: 50% chance to reduce aid shipment to 55%-80% of original size.
 

Amnesia

 Effect: Turns up to 13% of opponent's science back into research, 65% of this science is relearned, the rest is destroyed.
 

Nightmares

 Effect: Returns around 1.5% of the military troops (specialists, elites and thieves) under training for 8 days.

Mystic Vortex

 Effect: Nullifies spells on the enemy province (50% chance per spell).
 

Meteor Showers

 Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the spell is active.

Tornadoes

 Effect: Destroys a small and random portion of buildings.
 

Land Lust

 Effect: Captures a small and random (up to 1,35%) of the enemy land.