Ahhh, 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.

Guilds create an aura of magic within your province. The success 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 exact 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 40% to cast spells.

Certain spells are designated War Only operations -- these spells can be cast only against provinces which your kingdom is at war with.

NOTE: The Faery Race has access to ALL spells listed below.

The Spell Book: The Self Spells
Minor Protection
(Easy)
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 by 10%.
Greater Protection
(Easy)
(Avians)
A more powerful version of the Minor Protection spell, this spell functions similarly but lasts potentially a great deal longer.
Miner's Mystique
(Easy)
(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.
Fog
(Easy)
(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.
Magic Shield
(Easy)
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.
Mystic Aura
(Moderate)
(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.
Fertile Lands
(Moderate)
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.
Nature's Blessing
(Moderate)
(Elves)
A more powerful version of the traditional Fertile Lands spell, Nature's Blessing lasts longer and will protect your lands from any droughts and storms the world may see fit to place on you.
Love & Peace
(Moderate)
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.
Tree of Gold
(Moderate)
(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.
Quick Feet
(Moderate)
(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.
Haste
(Moderate)
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.
Inspire Army
(Moderate)
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.
Bloodlust
(Moderate)
(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.
Illusionary Forces
(Moderate)
(Humans)
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.
Invisibility
(Difficult)
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 5% bonus to any offensive thievery operations.
Clear Sight
(Difficult)
(Faeries)
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.
Mind Focus
(Difficult)
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.
Town Watch
(Difficult)
(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, which 5 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.
Animate Dead
(Difficult)
(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.
Reflect Magic
(Extremely Difficult)
(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.
Shadowlight
(Extremely Difficult)
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.

The Spell Book: Offensive Spells
Crystal Ball
(Very Easy)
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.
Crystal Eye
(Very Easy)
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.
Storms
(Easy)
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.
Droughts
(Easy)
Opposite the storms, droughts can do significant damage as well. Without the rains necessary for fertile land, food production will be lower than usual, possible causing starvation throughout the lands.
Vermin
(Moderate)
(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.
Expose Thieves
(Moderate)
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.
Fireball
(Difficult)
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.
Lightning Strike
(Difficult)
WAR ONLY
The power of a directly Lightning Strike is arguably the most deadly 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.
Amnesia
(Difficult)
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. By casting Amnesia, you can cause an enemy province to lose a portion of their arts & sciences knowledge.
Nightmares
(Difficult)
(Undead)
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 resign in fear.
Mystic Vortex
(Challenging)
WAR ONLY
The Mystic Vortex, arguably the most powerful spell in the Utopian World, is also the most difficult to cast. 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.