Magic Formulas

Magic in Utopia runs on wizards and runes. This page explains how your wizards are trained, what makes a spell last longer or land more often, what a spell costs, and gives the formulas and full spell tables behind it. If you only want to know what each spell does, read Mystics first; come here for the numbers.

In short

  • Wizards are not bought with gold. Your Guilds train them slowly: 0.02 wizards per Guild per day.
  • Percent Guilds (Guilds divided by acres) makes your spells last longer. At 20% Guilds, spells reach their maximum duration.
  • Wizards per acre (WPA) decides whether offensive spells succeed. What counts is your modified WPA divided by your opponent's.
  • Self spells never depend on WPA. Their success depends on Percent Guilds.
  • Every spell costs runes. The cost grows with your land size and the spell's cost multiplier.
  • The spell tables at the bottom list every spell with its bonus, difficulty, cost, duration and who can cast it.

How magic works

Unlike footmen or thieves, wizards are not trained with gold. Your ascendant wizards study in Guilds before they can serve you, which makes Guilds an absolute necessity for Mages.

Guilds and wizards

  • Guilds train 0.02 wizards daily (a 2% chance to train a wizard per Guild).
  • Guilds are unaffected by Building Efficiency (BE), both for spell duration and for wizards trained.
  • Guilds also increase the duration of your self spells and offensive spells.
  • Guilds train wizards only while your number of wizards is below the maximum allowed. See the training limit.

What Percent Guilds does

Percent Guilds (% Guilds) is the share of your land that is Guilds. The higher it is, the longer a spell lasts, until the spell reaches its own maximum duration. You reach every spell's maximum when 20% of your land is Guilds (unaffected by Building Efficiency). Some Races or Personalities have a bonus or penalty to spell duration. Destabilize Guilds lowers spell duration.

Self spells

A higher Percent Guilds gives a greater:

  • Spell duration
  • Chance of a successful cast

WPA does not influence self spells.

Offensive spells

A higher Percent Guilds gives a greater spell duration. Success also depends on wizards per acre, below.

Wizards per acre and success

The ratio of your WPA to your opponent's WPA determines how often your offensive spells succeed. Magic Effectiveness raises your WPA without changing your number of wizards; the result is called mod WPA (see the formulas below). The higher your mod WPA is compared with your opponent's, the greater your:

  • Chance of a successful cast
  • Chance of preventing an opponent's spell

Formulas

Numbers last updated 25 Nov 2024.

Percent Guilds

Divide your Guilds by your acres.

% Guilds=Total Number of Guilds÷Total Acres

Wizard training limit

Guilds train wizards if it is allowed and your current number of wizards is less than the maximum allowed.

Maximum Wizards Allowed to Train=Peasants×2

Raw WPA

Divide your wizards by your acres.

Raw WPA = Number of Wizards /Acres

Modified WPA

Modified WPA is raw WPA multiplied by each modifier that applies. Use the offensive version when you cast and the defensive version when you are the target. The modifier values follow the two formulas.

Offensive Modified WPA=Raw WPA×Channeling Science×Race Mod×Honor Mod×Mage's Fury Mod×Dragon Mod
Defensive Modified WPA=Raw WPA×Channeling Science×Race Mod×Honor Mod×Mage's Fury Mod×Magic Shield Mod×Dragon Mod
Modifier TypeActiveOtherwise
Race: Dark Elf1.11
Race: Elf1.251
Race: Human0.71
Mage's Fury: Mage's Fury1.25 (off) / 0.75 (def)1 / 1
Magic Shield: Magic Shield1.2 (def)1
Ritual: Havoc1.25 (off)1
Dragon: Sapphire0.71

Numbers last updated 25 Nov 2024. Changed? Help keep it current.

WPA ratio for offensive spells

Your chance of success depends on this ratio. Higher is better for you.

Modifier=Your Mod WPA÷Opponent's Mod WPA

Runes cost

The runes a spell costs depend on your land size and the spell's cost multiplier (see the spell tables).

Runes cost = ROUNDDOWN ( (0.6 * Size + 200) * Spell Cost Multiplier * 1.5 )

Spell tables

Each row is one spell. Spell Bonus is the effect size, and Difficulty, Cost Multiplier and Duration (Average) are the spell's cast difficulty, runes cost multiplier and typical length. The last columns show, for each race and personality, whether it can cast the spell. Click "Details" for what the spell does. For full descriptions see Mystics.

Self spells

SpellDescriptionSpell
Bonus
DifficultyCost
Multiplier
Duration
(Average)
Support
Spell
AvDEDryDwElfFaHaHuOrArtCleHerMysRogShepTactWHWarr
Minor Protection
DetailsIncreases Defensive Military Efficiency by 5% (multiplicative). Stacks with Greater Protection.
105%0.0170.3512YesYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Greater Protection
DetailsIncreases Defensive Military Efficiency by 5%. Stacks (multiplicative) with Minor Protection.
105%0.0190.4524YesYesNoNoNoNoYesNoYesNoNoNoNoNoNoNoNoNoNo
Magic Shield
DetailsIncreases Defensive Magic Effectiveness by 20%.
120%0.0220.514YesYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Mystic Aura
DetailsMakes the next spell cast on you fail automatically.
0.0220.5N/ANoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNo
Fertile Lands
DetailsIncreases Food production by 25%
125%0.0220.516YesYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Nature's Blessing
DetailsGrants immunity to Storms and Droughts. Has a 33% chance to cure the Plague on a successful cast.
100%0.0230.616YesYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Love & Peace
DetailsIncreases Birth Rate by +0.85% and War Horse production rate by 40%.
+0.85%0.0240.714YesYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Divine Shield
DetailsDecreases Instant Spell Damage taken by 20%.
80%0.0240.812YesNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
Quick Feet
DetailsDecreases Attack Time by 10%.
90%0.0260.82NoNoNoNoNoNoYesYesNoNoNoNoNoNoNoNoNoNoNo
Builder's Boon
DetailsReduces Construction Time by 25%.
75%0.027112YesYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Inspire Army
DetailsReduces wages by 15% and decreases training time by 20%.
85%/80%0.0281.112YesYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Hero's Inspiration
DetailsReduces Military Wages by 30% and Training Time by 30%.
70%/70%0.0171.114NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNo
Scientific Insights
DetailsIncreases Science Efficiency by 10%.
110%0.0191.259NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNo
Anonymity
DetailsHides province name in the next attack, but reveals Kingdom location. No Honor gains when active. Reduces attack gains by 15%. Grants Ambush Immunity for this attack.
0.041.3N/ANoYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Illuminate Shadows
DetailsReduces Damage taken from Thievery Operations by 20%.
80%0.021.38YesNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNo
Salvation
DetailsReduces All Military Casualties by 15%.
85%0.021.38YesNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
Wrath
DetailsIncreases the Military Casualties of attacking provinces by 20%.
120%0.0211.358NoNoNoNoNoYesYesNoNoNoNoNoNoNoNoNoNoNoNo
Invisibility
DetailsIncreases Offensive Thievery Effectiveness (Offensive TPA) by 10%. Reduce Thieves lost during Thievery Operations by 20%.
110%/80%0.0321.3512NoNoYesNoNoNoYesNoNoNoNoNoNoNoNoNoNoNoNo
Clear Sight
DetailsGives a 25% chance to catch enemy thieves.
75%0.0331.416NoNoYesNoNoNoYesNoNoNoNoNoNoNoNoNoNoNoNo
Mage's Fury
DetailsMagic Effectiveness 25% higher for Offense, 25% lower for Defense.
125%/75%0.0331.46NoNoYesNoNoNoYesNoNoNoNoNoNoYesNoNoNoNoNo
War Spoils
DetailsWhile the spell is active, you immediately take control of Land gained on Attacks.
0.0341.454YesYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Mind Focus
DetailsIncreases Wizard production by 25%.
125%0.0331.47512NoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNo
Fanaticism
DetailsIncreases Offensive Military Efficiency by 5%. Decreases Defensive Military Efficiency by 5%.
105%/95%0.0341.56NoYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Guile
DetailsIncreases Instant Spell Damage and Sabotage Operation Damage by 10% for the duration.
110%0.0391.58NoNoYesNoNoNoYesNoNoNoNoNoNoNoNoNoNoNoNo
Revelation
DetailsIncreases the Spawn Rate of new Scientists by 20% while the spell is active.
120%0.0351.5510NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNo
Fountain of Knowledge
DetailsIncreases the Science Book production by 10% while the spell is active.
110%0.0331.5510NoNoNoNoNoNoYesNoYesNoNoNoNoNoNoNoNoNoNo
Tree of Gold
DetailsInstantly generates 26.66% to 53.33% of daily Income.
0.0251.6N/ANoNoNoYesNoNoYesNoNoNoNoNoNoNoNoNoNoNoNo
Town Watch
DetailsEvery 5 Peasants defend with 1 strength, but suffer high Casualties.
0.0371.610NoYesNoNoNoNoYesYesNoNoNoNoNoNoNoNoNoNoNo
Aggression
DetailsSoldiers are +2/-2 strength for the duration of the spell.
+2/-20.0371.62512NoNoNoNoNoNoYesNoYesNoNoNoNoNoNoNoNoNoNo
Miner's Mystique
DetailsPeasants generate an extra 0.3gc per tick.
+0.30.0381.6514NoNoNoNoYesNoYesNoNoNoNoNoNoNoNoNoNoNoNo
Ghost Workers
DetailsLowers Jobs required for maximum efficiency by 25%.
75%0.0381.6514NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNo
Animate Dead
DetailsIn your next defensive battle, 50% your Military Casualties are returned as Soldiers.
50%0.0381.7N/ANoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNo
Mist
Details10% lower resource losses in battle.
90%0.0381.74NoNoNoNoNoYesYesNoNoNoNoNoNoNoNoNoNoYesNo
Reflect Magic
Details20% chance to reflect Offensive Spells back upon casters.
20%0.41.812NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNo
Shadowlight
DetailsReveals the origin Province for the next Thievery Operation on you. Makes the next Sabotage Operation targeting you fail automatically.
0.0421.9N/AYesYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Bloodlust
DetailsIncreases Offensive Military Efficiency by 10% and Enemy Military Casualties by 15%, but suffer 15% higher Military Casualties.
110%
115%/115%
0.042.06NoNoNoNoNoNoYesNoNoYesNoNoNoNoNoNoNoNoNo
Patriotism
DetailsIncreases draft speed by 30%. Lowers Propaganda Damage taken by 30%.
130%/70%0.0452.012YesYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Paradise
DetailsCreates a few acres of land. Consumes explore pool. Not available during War or Protection.
0.53.0N/ANoYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Cast Ritual
Details Increases progress towards the chosen ritual for each cast. Only available on the Ritual tab.
N/A6.0N/ANoYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
SpellDescriptionSpell
Bonus
DifficultyCost
Multiplier
Duration
(Average)
Support
Spell
AvDEDryDwElfFaHaHuOrArtCleHerMysRogShepTactWHWarr

Numbers last updated 25 Nov 2024. Changed? Help keep it current.

Offensive spells

SpellDescriptionSpell
Bonus
DifficultyCost
Multiplier
Duration
(Average)
AvDEDryDwElfFaHaHuOrArtCleHerMysRogShepTactWHWarr
Crystal Ball
DetailsReveals target's Throne, displaying Troops and Resources. Fully accurate. Costs 1 Mana.
0.0040.35N/AYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Storms
DetailsKills Peasants equal to 1.5% of total Population. Cancels Drought. Increases Tornado damage taken by 15%.
0.0090.812YesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Drought
DetailsFood production reduced by 25%. Draft Speed reduced by 15%. Kills some War Horses. Cancels Storms. Increases Arson damage taken by 15%.
75% / 85%0.011.012YesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Magic Ward
DetailsUnfriendly + Hostile + War: Increases the Rune Costs of target province by 100%.
200%0.021.156NoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNo
Gluttony
DetailsIncreases Food required by 25%.
125%0.0141.212YesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Vermin
DetailsDestroys on average about 50% of target's Food.
50%0.0141.275N/ANoNoNoNoNoYesYesNoNoNoNoNoNoNoNoNoNoNo
Greed
DetailsIncreases Military Wages and Draft Costs of target province by 25%.
125%0.0161.312YesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Expose Thieves
DetailsUnfriendly + Hostile + War: Reduces target province's Stealth by 5% of current Stealth level every Tick.
0.950.0241.46YesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Chastity
DetailsReduces Birth Rate by 50%.
50%0.0241.46NoNoNoNoYesYesNoNoNoNoNoNoYesNoNoNoNoNo
Sloth
DetailsUnfriendly + Hostile + War: Reduces Drafting Rate of target province by 50%. Increases Draft Cost by 100%.
50% / 200%0.0241.46NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNo
Fireball
DetailsUnfriendly + Hostile + War: Kills ~6% of opponent's Peasants.
94%0.021.5N/AYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Fool's Gold
DetailsUnfriendly + Hostile + War: Destroys up to 25% of target's Gold.
75%0.021.5N/ANoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNo
Lightning Strike
DetailsUnfriendly + Hostile + War: Destroys up to 65% of opponent's Runes.
0.021.55N/AYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Explosions
DetailsWhen sending aid if either the donor or the receiver are under the explosions spell, there is a 50% chance that the shipment will be reduced to 55%-80% of what it would have been otherwise.
0.021.812YesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Blizzard
DetailsReduces the building effectiveness of target province by 10%.
90%0.021.86NoYesNoNoNoYesNoNoNoNoNoNoNoNoNoNoNoNo
Pitfalls
DetailsCauses opponent to suffer 15% higher Defensive Military Casualties.
115%0.0241.812NoNoNoNoYesYesNoNoNoNoNoNoNoNoNoNoNoNo
Nightmares
DetailsUnfriendly + Hostile + War: Roughly 1.5% of target's Troops are put back in Training over 8 Ticks.
98.5%0.0392.2N/ANoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNo
Tornadoes
DetailsUnfriendly + Hostile + War: Destroys several of your opponent's Buildings.
0.032.5N/AYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Mystic Vortex
DetailsUnfriendly + Hostile + War: For each active spell your opponent has, there's a 50% chance it's removed.
50%0.0312.8N/AYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Amnesia
DetailsWar: Temporarily removes ~5% of target's total allocated Science Books. These return over 48 ticks.
0.950.0342.8N/AYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Meteor Showers
DetailsHostile + War: Kills Peasants and Troops every Tick.
0.043.58NoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNo
Abolish Ritual
DetailsUnfriendly + Hostile + War: Reduces enemy ritual strength by 2%. Limited to 10 casts on a single enemy province; see Ritual tab for more details.
-2%0.0322.8N/AYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
Land Lust
DetailsUnfriendly + Hostile + War: Captures between 1 and 1.25% of opponents Acres.
0.044N/AYesYesYesYesYesYesYesYesYesNoNoNoNoNoNoNoNoNo
SpellDescriptionSpell
Bonus
DifficultyCost
Multiplier
Duration
(Average)
AvDEDryDwElfFaHaHuOrArtCleHerMysRogShepTactWHWarr

Numbers last updated 25 Nov 2024. Changed? Help keep it current.

Who can cast what

For full information on all of the current spells refer to Mystics. The first table lists the races and personalities used in the spell tables; the second lists every spell in the spellbook by type.

Races & Personalities
RacesAvians  • Dark Elves  • Dryads  • Dwarves  • Elves  • Faeries  • Halflings  • Humans  • Orcs  • Undead
Extinct RacesBocans  • Gnomes
PersonalitiesThe Artisan  • The Cleric  • The General  • The Heretic  • The Mystic  • The Rogue  • The Tactician  • The Warrior
Extinct PersonalitiesThe Freak  • The Paladin  • The Raider  • The Undead  • The Necromancer  • The Merchant  • The Sage  • The Shepherd  • The War Hero

The spellbook

The Spellbook
Self SpellsArmy SpellsDefensive SpellsAnimate Dead  • Greater Protection  • Minor Protection  • Town Watch  • Wrathful Smite  • †Fog
Offensive SpellsAggression  • Anonymity  • Bloodlust  • Fanaticism  • Quick Feet  • War Spoils
Army SpellsInspire Army  • †Hero's Inspiration  • Patriotism
Civil SpellsMystic Security SpellsDivine Shield  • Mage's Fury  • Magic Shield  • †Mystic Aura  • Nature's Blessing  • Reflect Magic
Thievery SpellsClear Sight  • Illuminate Shadows  • Invisibility  • Shadowlight
Economy SpellsBuilders' Boon  • Fertile Lands  • Fountain of Knowledge  • Love & Peace  • Mind Focus  • Paradise • Tree of Gold  • Revelation  • †Scientific Insights
Combat SpellsEconomy Damage SpellsFriendlyBlizzard  • Droughts  • Explosions  • Greed  • Gluttony  • Vermin
UnfriendlyAmnesia  • Fool's Gold  • Land Lust  • Lightning Strike  • Magic Ward  • Nightfall  • †Sloth  • Tornadoes  • †Barrier of Integrity
Population Damage SpellsFriendlyStorms
UnfriendlyChastity  • Fireball  • Nightmares
HostileMeteor Showers
Interaction SpellsFriendlyCrystal Ball  • Crystal Eye  • Pitfalls
UnfriendlyExpose Thieves  • Mystic Vortex

See also

On this page
  1. How magic works
    1. Guilds and wizards
    2. What Percent Guilds does
    3. Self spells
    4. Offensive spells
    5. Wizards per acre and success
  2. Formulas
    1. Percent Guilds
    2. Wizard training limit
    3. Raw WPA
    4. Modified WPA
    5. WPA ratio for offensive spells
    6. Runes cost
  3. Spell tables
    1. Self spells
    2. Offensive spells
  4. Who can cast what
    1. The spellbook
  5. See also

Categories: Guide Formulas

Contributors (25)

Written by the Utopia community on the original wiki: Bishop, Puppy101, Kmhrvv, Cgg, Givenchy, Stupid, BT, Vraid, Pestermenot, Ordray, Paranoidkitten, Procariot, Eucariot, Crystopher, Persain, Spahrep, Francis, Leonidas, Utopia wolf, Panthira, Avenger, BigShotFancyMan, Umajon911, Sonja says, Fanadin.