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. | ![]() |
Runes, Wizards & Guilds: Essential Ingredients |
---|
To cast a spell, you must have both wizards and mystic runes. A spell cannot
exist without combining the powers of both of these supernatural powers. While
the number of runes necessary for a spell can be predetermined, only luck can
ensure the success of a spell. The more highly concentrated wizards exist
in your land, the more likely your spells against opposition will succeed, and
the less likely opposing spells will succeed on you. A quirk of nature,
offensive spells against provinces substantially smaller or larger than
yourself are less effective and less likely to succeed..
Wizards are 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. Guilds create an aura of magic within your province. The success and power of spells cast upon yourself are based on the pervasiveness of this aura. The higher concentration of guilds in your province, the more successful your spells will be. Unfortunately, because of the supernatural nature of magic, there is a great deal of unpredicatibility involved. While we try our best, none of us can accurately predict the damage and time frames of individual spells until they are cast. In addition, our mages can only cast spells so often. Their spellcasting 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. You will need a Mana level of at least 10% to cast spells. Your Mana levels affects not only your ability to cast spells, but the effectiveness of those spells and their likelihood of success. Certain spells are designated HOSTILE/WAR ONLY operations -- Because of the destructive nature of these spells, they can be cast only against provinces with which your kingdom is at war. NOTE: The Faery Race has access to ALL spells listed below. Elves can cast Self-Spells on other members of their kingdom, at a double cost of Runes. This also costs the target province significant amounts of Mana.
|
The Spell Book: The Self Spells | |
---|---|
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 and
boosts your defense slightly.
Easy ![]() ![]() |
Greater Protection (Avians) |
A more powerful version of the Minor Protection spell, this spell functions
similarly but lasts potentially a great deal longer.
Easy ![]() ![]() |
Miner's Mystique (Dwarves) |
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.
Easy ![]() ![]() |
Fog (Elves, Undead) |
By creating a dense fog throughout the outskirts of your land, you frustrate
opposing armies as they attempt to invade you. Upon completion of battle,
they will find it more difficult to navigate their way home, slowing their
return for a few days.
Easy ![]() ![]() |
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.
Easy ![]() ![]() |
Mystic Aura (Elves) |
A defense spell, creating a Mystic Aura around your lands will repel the next
evil spell cast upon you from abroad. Unforunately, the effect focuses only
on the first spell cast upon you.
Easy ![]() ![]() |
Fertile Lands |
By magically fertilizing your lands, you can ensure excellent food production
for the duration of the spell. Whether a lack of farms, deadly storms, or
just wanting to stockpile extra food, this spell offers a definite increase
to your food sources.
Easy ![]() ![]() |
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 20% chance of curing
the Plague if your lands are affected by it.
Easy ![]() ![]() |
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.
Easy ![]() ![]() |
Tree of Gold (Undead) |
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.
Easy ![]() ![]() |
Quick Feet (Humans) |
By giving you 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.
Easy ![]() ![]() |
Builders' Boon |
The Builders' Boon spell makes your workers build faster and harder than otherwise. All buildings
constructed while the this spell is active will be completed more quickly than normal.
Easy ![]() ![]() |
Inspire Army |
Inspire Army helps make your military train harder on their own, thus reducing
the daily military costs to your province 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.
Easy ![]() ![]() |
Bloodlust (Orcs, Avians) |
While the natural will to fight only lasts so long, casting this spell will
make your men fight longer and harder than normal. This allows you to defeat
opponents that you might not otherwise be able to overcome. The unfortunate
side effect of this is that your soldiers may be a bit reckless and suffer
slightly higher losses.
Easy ![]() ![]() |
Anonymity (Humans, Halflings) |
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. Unfortunately,
attacking under this cloak is cowardly and will result in no honor gains.
Easy ![]() ![]() |
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.
Easy ![]() ![]() |
Clear Sight (Elves) |
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 25% chance to
catch opposing thieves, regardless of the strength of the guilds involved.
Easy ![]() ![]() |
War Spoils (Halfling, Undead) |
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.
Easy ![]() ![]() |
Fanaticism |
Fanaticism focuses your army on combat and war, increasing their offensive abilities
for several days. Unfortunately, a side effect of this desire for blood is that
they will not be as capable of capturing land and resources, and your armies
remaining at home -- bored and frustrated for not being at war -- will fight
less effectively on defense.
Easy ![]() ![]() |
Mind Focus |
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.
Easy ![]() ![]() |
Town Watch (Avians) |
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, with 8 peasants being the equivalent of about 1 soldier.
Unfortunately, this also means your peasants will be killed during war - and
since they are not well-armed, they will suffer heavy losses.
Easy ![]() ![]() |
Aggression (Orcs, Avians) |
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.
Easy ![]() ![]() |
Animate Dead (Elves) |
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.
Easy ![]() ![]() |
Reflect Magic (Undead, Humans, Halflings) |
Reflect magic places a magical barrier around your lands for several days.
During this period, successfuls spell cast upon your province may randomly be
reflected upon the caster, doing unto them as they would have done to you.
Easy ![]() ![]() |
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.
Easy ![]() ![]() |
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.
Easy ![]() ![]() |
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. Lands created by Paradise are treated
just as lands from exploration.
Easy ![]() ![]() |
The Spell Book: Offensive Spells | |
---|---|
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.
Easy ![]() ![]() |
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.
Easy ![]() ![]() |
Storms |
The power of mother nature is amongst the 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.
Easy ![]() ![]() |
Droughts |
Opposite the storms, droughts can do significant damage as well. Without the
rains necessary for fertile land, food production will be lower than usual,
possibly resulting 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 ravishing the target's land.
Easy ![]() ![]() |
Vermin (Halflings) |
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.
Easy ![]() ![]() |
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.
Easy ![]() ![]() |
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 to maintain their army and draft new troops.
Easy ![]() ![]() |
Fool's Gold HOSTILE/WAR ONLY |
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.
Easy ![]() ![]() |
Pitfalls HOSTILE/WAR ONLY |
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 war.
Easy ![]() ![]() |
Fireball HOSTILE/WAR ONLY |
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.
Easy ![]() ![]() |
Lightning Strike HOSTILE/WAR ONLY |
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
an opponent's ability to cast spells.
Easy ![]() ![]() |
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.
Easy ![]() ![]() |
Amnesia (Elves) HOSTILE/WAR ONLY |
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.
Easy ![]() ![]() |
Nightmares (Undead) HOSTILE/WAR ONLY |
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.
Easy ![]() ![]() |
Mystic Vortex HOSTILE/WAR ONLY |
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.
Easy ![]() ![]() |
Meteor Showers HOSTILE/WAR ONLY (Elves) |
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.
Easy ![]() ![]() |
Tornadoes HOSTILE/WAR ONLY |
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.
Easy ![]() ![]() |
Land Lust WAR ONLY |
Land is the defining strength of any province, and this spell is the Mage's way of simply stealing
an opponent's land. Available only in War, this spell is a difficult
alternative to attacking.
Easy ![]() ![]() |