MAGIC

What is Magic?
Magic is an element to Utopia that allows you to create supernatural benefits for your province, or cause trouble for enemy provinces. Self-Spells are spells conducted on your own province. Their success is based on the number of Guilds you own. Success on offensive spells is based on the relative number of wizards-per-acre for both your province and your enemy. The larger your ratio, the higher chance of success. The full book of spells at your disposal is listed below.

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 Difficult
Greater Protection
(Avians)
A more powerful version of the Minor Protection spell, this spell functions similarly but lasts potentially a great deal longer.
Easy Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 4 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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult

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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult
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 Difficult