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Magic

In the utopian world, everyone believes and relies on the powers of magic. Wizards have powerful spells at their disposal to use in times of need: from rendering lands surprisingly fertile to creating a magical shield to protect from incursions by enemies, from imposing an aura of happiness on the peasantry to shielding the province from magical attacks. Wizards have also the power to disrupt the economy of an enemy by using far more damaging spells.

Wizards are trained by Guilds and are chosen from the peasantry, thus reducing the number of available workers. Holding too many Wizards will result in lower peasantry, thieves, and/or military. At any time, Wizards can be released back into the Peasantry at no cost, and/or their training can be halted.

Wizard Effectiveness

The success in casting self-spells is given by the number of Guilds built. Success of offensive spells is based on the relative number of wizards per acre for both attacker and defender. The larger the ratio, the higher chance of success. The same ratio is effective for magical defense. However, spells against provinces substantially smaller or larger than are less effective and more likely to fail. Some failures may result in the death of some Wizards.

Wizards are not immune to attacks by other provinces. While they do not perish during invasions by enemy armies, they are vulnerable to thieves with the Rogue personality. These individuals are the only ones who can assassinate wizards starting with Unfriendly relations. In addition, magic and thievery operations conducted by an enemy may obstruct the wizards' ability to cast spells: towers may be robbed, their spells may be counteracted with magic, and they may be sabotaged. Therefore, wizards appreciate being surrounded by enough thieves to help defending not only them, but also the lands from enemy thievery operations.

In order to cast spells, wizards need runes (except for Faeries): these are produced by Towers, can be acquired through thievery, and/or Plunder attacks. A sufficient number of runes give wizards the ability to redeem themselves from failure by recasting until successful.

Spell Duration and Power

No one is able to predict the damage and duration of individual spells until wizards cast them. Furthermore, Wizards can only cast spells every so often. Their spell casting ability is rated in Mana, a natural level of magical power. Only rest will restore Mana and every spell consumes some. The more difficult the spell, the more Mana will be consumed. Your wizards will refuse casting when Mana is below one-tenth. Mana affects not only the ability to cast spells, but also the effectiveness and likelihood of success.

Mystic Advisor

The Mystic Advisor will list almost all the magical spells active over a province, be they defensive or offensive, along with their duration. Some spells are difficult to detect and may show their effects without wizards being none the wiser.

Spell Book

Every wizard carries a spell book as helpful reference or reminder on how and when to cast a specific spell. Some spells are available only to specific races, some others only during Unfriendly, Hostile or War relations. There are two spell categories: self-spells, beneficial to one’s own province, and offensive spells used, for example, to pry into enemy lands and/or to inflict more or less serious damage to an adversary.

Certain spells are designated Unfriendly Only operations. Due to the destructive nature of these spells, they can be cast only against provinces that have Unfriendly, Hostile, or War relations with one’s kingdom. The more serious the relations, the easier the spell will be to cast. Below is the list - in alphabetical order - of all available spells and their difficulty (the more green dots, the higher the difficulty). Elves have access to all spells.

Defensive or Self Spells

Aggression ••••

Aggression induces the temporary conversion of soldiers from flexible fighting units into a tough pack, making them lust for blood. While attacking, soldiers gain one offensive point for the length of the Spell. During this time, however, they lose one defensive point too. Aggression is available only to Avians, Elves, Humans, and Orcs.

Animate Dead ••••

The ability to raise the dead translates into protection of a province’s people. By casting this spell, people can be protected from death and destruction while under attack. During the next defensive battle, half of the dead army will be brought back as soldiers. Animate Dead is available only to Elves and Faeries.

Anomymity •••

Combat is the heart and soul of the utopian world and as such, fear of retaliation makes countless generals flinch. Anonymity magically conceals the identity of an army during the next offensive engagement. The kingdom of origin will be revealed, but not the province so cloaked. Due to the cowardly concealment, no honor is rewarded. Anonymity is available only to Elves, Halflings and Humans.

Builder's Boon •••

Builders' Boon makes workers build more rapidly and harder than usual. All buildings constructed while this spell is active will be finished faster. This Spell is available to all races.

Clear Sight •••

Clear Sight gives guards the ability to see beyond the obvious and deep into the shadows, hence allowing them to catch sight of thieves otherwise unnoticed. The spell, lasting for several days, gives guards a one in four chance to seize opposing thieves, despite the power of the guilds involved. Clear Sight is available only to Faeries and Elves.

Fanaticism •••

This spell brings together the army in combat and war, increasing its offensive efficiency by four-tenth for several days. Alas, a side effect of such fervor is that the army will not be as proficient at capturing land and resources, and the military forces remaining at home, feeling jaded and annoyed for not being at the leading edge,  will fight four-tenth less efficiently in defense. This Spell is available to all races.

Fertile Lands ••

This spell significantly increases bushel production when shortage of food is a result of reduced number of farms, theft, extreme droughts, and dragons. Fertile Lands is available to all races.

Fog ••

This spell creates a dense fog throughout the land, and frustrates rival armies as they attempt invasion by slowing their return by a few days. Available only to Faeries and Undead.

Greater Protection •

More powerful version of the Minor Protection spell, it lasts potentially much longer, and is available only to Elves and Avians.

Inspire Army •••

Inspire Army prompts the military to train more proficiently, reducing their daily wages for several days. Additionally, this spell increases the intensity of training, allowing military units to be trained in a shorter period of time. Available to all races.

Invisibility •••

A thief relies on stealth to master its craft and magic may help rendering it invisible. Through the duration of this spell, thieves have a one-tenth additional benefit to any offensive thievery operation they perform. Invisibility is available to all races.

Love & Peace ••

This spell invokes an atmosphere of serenity and contentment across the peasantry for several days. Such mood leads to increased natural birth rates, which will replenish population rapidly, and is very useful, for example, after kidnappings, storms, and while fending off dragons. Love & Peace is available to all races.

Magic Shield ••

The natural aura of Wizards protects from enemy spells, however casting this spell provides additional protection for a couple of weeks, and is available to all races.

Mind Focus •••

Science is an essential element of a province. While Mind Focus is active, students will work more efficiently and will learn more than normal. Available to all races.

Minor Protection •

This spell increases protection from invasion by five-tenth for several days, and is available to all races.

Mystic Aura ••

Available only to Faeries, and purely a defensive spell, Mystic Aura will ward off the first evil spell cast upon one’s province.

Nature's Blessing ••

Nature's Blessing protects the lands from droughts, storms, and has one in five chances of curing the Plague if a province is affected by it. It is available to all races.

Paradise •••••

Possibly one of the most difficult and spells known, Paradise merely creates several acres of new land out of thin air. Comparable to exploring, Paradise provides instant access to new lands to build upon and expand. This spell is available to all races, but unavailable during War.

Patriotism •••••

For the duration of this spell, the draft rate of the military will be increased magically for several weeks. Patriotism offers limited protection against Propaganda. This spell is difficult to cast and may weigh down on the economy. This spell is available to all races.

Quick Feet ••

This spells empowers an army with magical speed, causing it to return more quickly than customary, leaving the land without additional defense for a shorter period. Quick Feet is available only to Elves and Humans, and its effect is limited to the first attacking battle.

Reflect Magic ••••

This Spell places a magical wall around a province for several days. During this time, successful spells cast upon a province may be randomly reflected upon the spell caster. Reflect Magic is available only to Elves, Halflings, and Humans.

Shadowlight ••••

This spell allows identifying the province behind the next thievery operation against one’s province, but it does not prevent it from being carried out. Shadowlight is available to all races.

Town Watch ••••

This spell will prompts the peasantry to aid in the defense of a province for several days. While active, all peasants will fight, with four peasants being comparable to the strength of one soldier. Regrettably, this means that peasants under the effect of this Spell will be killed during combat, and will suffer significant losses. Town Watch is available only to Avians and Elves.

Tree of Gold ••

Casting this spell in a grove of trees causes them to shed leaves in form of gold coins. Its yield depends on the strength of the guild, the Mana available, and the skill of the Wizards. Available only to Halflings.

War Spoils •••

Typically, any land captured in attacks requires time to occupy and become accessible for construction. Casting War Spoils before offensive attacks empowers your peasantry to work the captured land immediately. The spell lasts just a couple of days, but provides ample time for several attacks. While the land captured will be available at once, the army that captured it will return at its normal speed, thinning out defensive power. This Spell is available only to Elves, Halflings and Undead.

Offensive Spells

Amnesia •••

Sciences are vital to the long-term survival of a province. Magic may destroy a portion of long-sought science books. While most of the effects of Amnesia are temporary, a small number of science books are lost forever. Available to Elves and Faeries, but only during Unfriendly relations and beyond.

Crystal Ball •

This spell is essential when trying to gather general information on another province. Crystal Ball gives information about the population, the military, wealth, food, and rune status of the province on which it is cast. It will report how many times, if any, the scouted province has been attacked recently, and provides other interesting information such as the presence of a dragon, the lack of food, and many other things. It is by far the most used spell in the utopian world. Available to all races.

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 that kingdom during the current and preceding month. Available to all races.

Drought ••

The power of mother nature is amongst the most potent. Casting Storms over another province will cause destruction and death across the lands for more than a few days and dramatically reduce birth rates. This spell will cancel any Droughts spell affecting the same province, and will be ineffective if the target province is under the influence of Nature’s Blessing. Available to all races.

Explosions •••

Provinces within a kingdom work together by aiding each other in times of need. By casting Explosions, the flow of goods between those provinces can be interrupted. This spell will destroy portions of shipments to and from a province without discrimination. Available to all races.

Expose Thieves ••

Thieves rely on stealth and surprise to be successful. Casting this spell will expose an adversary’s guild and affect its Stealth rate, leaving thieves less effective until they can recover. Available to all races.

Fireball •••

If the goal is horror and chaos, casting this spell is an effective weapon against an enemy’s peasantry. The fireball, if successful, will explode on impact and kill many peasants at once. Available to all races, but only during Unfriendly relations and beyond.

Fool's Gold ••

The art of turning lead into gold has been a mystery for ages. Is it possible? No one knows. However, it is possible to turn gold into lead! This spell will convert one-fifth of the adversary’s gold into worthless lead, and is available only to Elves and Faeries.

Greed ••

By nature, people are greedy individuals. Soldiers may have been trained to forgo themselves in name of the greater good. This spell reawakens the natural greed for several days, causing an adversary to have to pay up to one-fourth more in wages and to draft new troops. Available to all races.

Land Lust •••••

Land is the central strength of any province, and this spell is the wizard’s way of stealing an opponent's land. This spell is a tricky substitute for attacking. Available to all races, but only during Hostile relations and beyond.

Lightning Strike •••

The power of a direct Lightning Strike is perhaps one of the most lethal forces on the planet. This spell focuses specifically on the towers, and destroys an adversary’s rune stockpile. Available to all races, but only during Unfriendly relations and beyond.

Meteor Showers •••••

This spell will drop meteors across the lands of an adversary for several days, killing peasants, troops and more. Lethal and lasting, Meteor Showers are both difficult and costly, but the potential damage inflicted justifies the effort. Available to Elves and Faeries, but only during Unfriendly relations and beyond.

Mystic Vortex •••

Mystic Vortex is one of the more powerful spells in the utopian world. When successfully cast, it will cause about half of the spells currently active over a province to vanish. On the other hand, this spell does not single out and will cancel out both positive and negative spells affecting the adversary. Available to all races, but only during Unfriendly relations and beyond.

Nightmares •••••

The effects of fear on an adversary are astounding. By prompting nightmares while the soldiers of an opposing army are asleep, some may awaken to desert the army and revert to peasantry, while others have to be rehabilitated and will be unavailable for at least half a month. Available to Elves and Undead, but only during Unfriendly relations and beyond.

Pitfalls ••

Placing magical pitfalls throughout an adversary's lands will cause higher losses in all battles conducted by the enemy for several days. This is a useful way to discourage attackers and strengthen one's own position while at war. Available only to Elves and Faeries.

Storms ••

The power of mother nature is amongst the most potent. Casting Storms over another province will cause destruction and death across the lands for more than a few days and dramatically reduce birth rates. This spell will cancel any Droughts spell affecting the same province, and will be ineffective if the target province is under the influence of Nature's Blessing. Available to all races.

Tornadoes ••••

This spell is one of the most dangerous and destructive offensive spells: when cast successfully, it will lay waste to acres of buildings across enemy lands. Available to all races, but only during Unfriendly relations and beyond.

Vermin ••

Sending vermin scuttling into the food supplies of an adversary destroys much of its reserves. For several weeks, vermin will eat away food at a pace far greater than average decay rates. Available only to Elves and Halflings.

 

 

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Magic Image

Magic has its place

Attacking provinces may think they have no use for wizards: this is a terrible mistake. While they may not engage actively in spell casting, combat oriented provinces should train a minimum of one wizard per acre of land, so that they will be able to defend themselves from other provinces' mages.

Did you know?

Building no guilds and thus not training any wizards, usually results in a 100% spell casting failure rate.