Mystics

Magic lets you cast spells on your own province (self spells) and on other provinces (enemy spells). This page explains what you need to cast, how success, duration and cost work, and how to pick spells. It then lists every spell with its effect, who can cast it and in which Ages it was available. The per-spell numbers are collected in Magic Formulas.

In short

  • To cast, you need runes (made by Towers), wizards (trained by Guilds) and enough mana.
  • Mana rises each Utopian day up to 100% and drops with every cast. Below 5% you cannot cast.
  • A self spell succeeds according to your Guild percentage and Building Efficiency. A spell on an enemy succeeds according to your wizards per acre (WPA) compared with theirs.
  • Guilds also decide how long a spell lasts. Over 20% Guilds adds nothing.
  • Many spells are limited to certain races or personalities, and enemy spells need a minimum relation with the target's kingdom.

How magic works

What you need to cast

Every spell needs three things.

  • Runes. Towers produce runes every hour, and each spell consumes some. See Rune generation below.
  • Wizards. Your Guilds train them naturally. Like everyone else in your lands, wizards come from your peasantry and reduce your number of available workers. Do not hold too many, or you sacrifice peasantry, thieves or military. You can release wizards back into the peasantry at any time, or simply shut down additional training.
  • Mana. Your wizards keep a mana level that decides whether they can cast. It rises automatically each day and drops each time you cast. Your wizards will not cast at less than 5% mana.

Casting is not without risk. A failed attempt can cause an explosion that kills a small portion of your wizards.

Self spells and enemy spells

Spells come in two kinds.

  • Self spells are cast on your own province. Most give you a bonus for a number of days.
    • Some self spells can be cast on kingdom members by certain races. These are called support spells. Their success is based on the caster's WPA and relative networth to the target, and their duration is based on the target's guilds. The list can be found here.
    • The caster gains honor from kingdom mates they cast support spells on. Those cast on lose about 0.1% honor.
  • Enemy spells (also called offensive spells) are cast on other provinces. Some are designated Unfriendly, Hostile or War Only. Because they are destructive, you can cast them only on provinces whose kingdom has at least that level of relations with yours. Many are also more effective at heightened relations.

How success is decided

To cast a spell you need Guilds, wizards and mystic runes. What decides success depends on the target.

  • Self spells: your Guild percentage and your Building Efficiency. The more Guilds you have, the better you do.
  • Spells on others: your relative wizard population, measured as Wizards Per Acre (WPA), modified by racial bonuses or penalties and your knowledge of Channeling science. The higher your WPA compared with the enemy's, the better your success.
  • Support spells: the formula is adjusted to make casting self spells on your allies easier. A WPA against WPA calculation is still made, so the caster needs WPA, but it is not a very significant part of the formula. All kingdom members should have a chance to receive the self spell bonuses from their support caster.

There is always a great deal of chance in every spell. The duration of all spells is also greatly affected by your Guild percentage.

What happens when you cast

There are three possible outcomes: the spell succeeds, it fails, or it fails and some wizards die. The game reports them like this.

  • Success: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... is successful!
  • Fail: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... fizzles. Alas, we were not able to fulfill your expectations. Please forgive us.
  • Dying wizards: "Leader name", something has gone terribly wrong with our spell. X of our wizards were killed in an explosion!

Duration is in real time, but spell messages are in Utopia Time.

How long a spell lasts

The duration of a successful spell is affected by:

  • The nominal duration of that particular spell, which differs for each spell.
  • The percentage of guilds the casting province has, with no additional effect for amounts over 20%.
  • The relative networth of the two provinces.
  • The current relations between the two provinces' kingdoms.

Additionally, there is an element of randomness.

One quarter of the nominal duration of a spell is always contributed to the final cast time. A scaling factor made up of the % guilds, relative net worth and current relations then governs the contribution of another quarter of the nominal duration. Finally, the remaining half of the nominal duration is contributed to the final cast time, scaled by both the scaling factor and a random number.

For example, given a spell with a nominal duration of 24 days:

  • with a scaling factor of 100% (meaning both provinces have the same net worth, are in war, and the caster has 20% or more guilds), the final cast time will be in the range of 12-24 days.
  • in a situation with a scaling factor of 0% (e.g., the cast has no guilds), the final cast time will be 6 days (25% of 24 days).
  • in a situation with a scaling factor of 50%, the final cast time will be 6 days (25% of 24 days) + 3 days (25% of 24 days multiplied by scaling factor of 50%) + 0-6 days (random number out of 50% of 24 days multiplied by scaling factor of 50%), which equals 9 - 15 days in total.

What a spell costs

All spells cost mana. Your province regenerates mana each Utopian day, up to a maximum of 100%. Once your mana falls below 5% you cannot cast any more spells until it regenerates. The costs are:

  • Self Spells - 3%
  • Offensive Spells (without relations) - 3%
  • Offensive Spells (Hostile relations) - 2%
  • Ritual Spells - 2%
  • Support Spells on others - 2%
  • Successful received Support Spells - 2%

Choosing spells

Start with the "Available to" line under each spell: many spells belong to one race or personality, so your list is shorter than the whole book. Then pick by what you need.

  • Spells that speed up an activity (construction, training and so on) must be cast before you order the activity, or they do nothing for it.
  • Enemy spells need the right relations: check the "minimum relationship" in the spell's "Available to" line.
  • Each cast costs mana, so cast what matters. Self spells cost 3%.
  • The "Known in" line shows the Ages a spell existed. Numbers in a spell's effect can change between Ages, so check the current Age's changes.
  • The "Meter movement" line is how far an enemy spell moves the hostility meter. All values were tripled in Age 106.

Self spells by purpose

Enemy spells by purpose

† marks a spell listed under Forgotten Spells below.

Protection spells

Each spell lists who can cast it and its effect. The maximum duration shown does not include any racial bonuses.

Spells that make your province harder to attack. Most are limited to certain races or personalities.

Animate Dead

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.

  • Available to: Undead
  • Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.
  • Duration: Expires when attacked.
  • Known in: Age 1 ... Age 87, Age 90 ... now
Game messages
  • Cast: Our dead will be awakened the next time our lands are attacked!
  • Mystic Advisor: Same as Cast Message

Greater Protection

A more powerful version of the Minor Protection spell, this spell functions similarly but lasts potentially a great deal longer. It can be stacked with Minor Protection.

  • Available to: Avian, Faery, Human
  • Effect: Increases Defensive Military Efficiency by 5%.
  • Duration: max time unknown
  • Known in: Age 1 ... now
Game messages
  • Cast: Our realm is now under a sphere of protection for X days.
  • Mystic Advisor: Our realm is now under a sphere of protection for X days!

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.

  • Available to: All
  • Effect: Increases defensive military efficiency by 5%.
  • Duration: max 24 hours
  • Known in: Age 1 ... now
Game messages
  • Cast: Our realm is now under a sphere of protection for X days.
  • Mystic Advisor: Same as Cast Message

Mist

Casting a sphere of protection over your province, this spell helps protect your province from invasion.

  • Available to: Elf, Faery
  • Effect: Lowers enemy Gains by 10% on defensive battles for a duration.
  • Duration: Short, max time unknown
  • Known in: Age 85 ... now
Game messages
  • Cast: Our lands are protected by a sacred mist for X days from attacks against us!
  • Mystic Advisor: Our lands are protected by a sacred mist for X days from attacks against us!

Salvation

Salvation protects Military in Combat, reducing all Military Casualties by 15%.

  • Available to: Elf, Cleric
  • Effect: Decrease Military Casualties of target province by 15%.
  • Duration: Moderate, max time unknown
  • Known in: Age 97 ... now

Town Watch

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. Unfortunately, this also means your peasants will be killed during war - and since they are not well-armed, they will suffer heavy losses.

  • Available to: Faery, Halfling
  • Effect: Every 5 of your peasants will defend your land with 1 point of defense.
  • Duration: max 18 hours
  • Known in: Age 7 ... now
Game messages
  • Cast: Our peasants will help defend our lands for X days!
  • Mystic Advisor: Our peasants will help defend our lands for X days!

Wrath

Smite foes who dare to inflict harm upon the target. Enemy attackers suffer increased Military Casualties when attacking lands protected by this spell.

  • Available to: Elf, Faery, General
  • Effect: Increases enemy casualties when attacking the protected province by 20%.
  • Duration: Moderate, max time unknown
  • Known in: Age 72 ... now
Game messages
  • Cast: Your magic will smite attackers for XX days!
  • Mystic Advisor: Same as cast message

Magic and thievery spells

Spells that shield you from enemy spells and thieves, or make your own wizards and thieves stronger.

Clear Sight

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 base chance to catch opposing thieves, regardless of the strength of the guilds involved.

  • Available to: Avians
  • Effect: Automatically catches 25% of the thieves' operations conducted against your province.
  • Duration: max 22 days
  • Known in: Age 1 ... now
Game messages
  • Cast: Our police have been blessed with Clear Sight for X days!
  • Mystic Advisor: Same as Cast Message

Divine Shield

The caster protects his people from the dark magic of his enemies, granting them further protection against harmful Instant Spells.

  • Available to: Cleric
  • Effect: Reduces Instant Spell Damage taken by 20%.
  • Duration: Moderate, max time unknown
  • Known in: Age 72 ... Age 80 ... Age 87 ... Age 103
Game messages
  • Cast: You imbue your province with a holy shield, protecting against foul sorcery for XX days!
  • Mystic Advisor: Same as cast message

Guile

By focusing your mind and employing cunning techniques, you increase the Damage of your Spells and Operations.

Game messages
  • Cast: Our thieves and wizards' assimilated concentration will increase their damage for X days!
  • Mystic Advisor: Our thieves and wizards' assimilated concentration will increase their damage for X days!

Illuminate Shadows

Shine light across the land, eliminating the cover of darkness and revealing those who would hide within its shadow. Thieves who would enter these lands are discouraged from performing their duties and will thus have a lessened impact.

  • Available to: Cleric
  • Effect: Reduces damage from thievery operations by 20%.
  • Duration: Moderate, max time unknown
  • Known in: Age 72 ... now
Game messages
  • Cast: Your mages fill your province with holy light, reducing shadows for thieves to hide in for XX days!
  • Mystic Advisor: Same as cast message

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 and incur 20% lower losses.

  • Available to: Dark Elf
  • Effect: Increases your Offensive Thievery Efficiency by 10%. Reduce Thieves lost during Thievery Operations by 20%.
  • Duration: max 22 hours
  • Known in: Age 1 ... now
Game messages
  • Cast: Our thieves have been made partially invisible for X Days!
  • Mystic Advisor: Same as Cast Message

Mage's Fury

This spell sparks a destructive fervor in your Mages Guild. They increase their efforts to cause damage to their opponents, whilst sacrificing a portion of their own defense temporarily.

  • Available to: Dark Elf, Faery, Mystic
  • Effect: This spell increases the province's WPA by 25% for offensive purposes while decreasing it by 25% for defensive purposes. No effect on self-spells.
  • Duration: max 12 hours
  • Known in: Age 49 ... now
Game messages
  • Cast: The fire of Mage's Fury burns in our wizards' eyes for x days!
  • Mystic Advisor: The fire of Mage's Fury burns in our wizards' eyes for x days!

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.

  • Available to: All
  • Effect: Increases your defensive magic efficiency by 20%.
  • Duration: max 24 hours
  • Known in: Age 1 ... now
Game messages
  • Cast: For X days, the magical auras within our province will shine brightly!
  • Mystic Advisor: A shield protects us from the black magic of our enemies (Estimated: X more Days).

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 chance of curing the Plague if your lands are affected by it.

  • Available to: All
  • Effect: Protects your land against Storms and Drought. Has a 33% chance of curing Plague (per cast).
  • Duration: max 36 hours
  • Known in: Age 1 ... now
Game messages
  • Cast: Our lands have been blessed by nature for X days, and will be protected from drought and storms.
  • Mystic Advisor: Our land is blessed by nature (Estimated: X more Days).

Reflect Magic

Reflect magic places a magical barrier around your lands for several days. During this period, successful spells cast upon your province may randomly be reflected upon the caster, doing unto them as they would have done to you.

  • Available to: Human
  • Effect: Has a 25% chance of reflecting offensive spells cast upon your province.
  • Duration: max 18 hours.
  • Known in: Age 1 ... Age 98, Age 103
Game messages
  • Cast: Some of the spells cast upon our lands will be reflected back upon their creators for X days!

Shadowlight

Shadowlight places a face upon a shadow, revealing the province associated with the next thievery operation against your lands. It will also prevent the next operation from being successful.

  • Available to: All
  • Effect: Reveals the name of the next province performing a successful thievery operation upon your province. Deflects the next operation.
  • Duration: Expires on enemy thievery attempt
  • Known in: Age 1 ... now
Game messages
  • Cast: Our lands are blessed with Shadowlight. The next time thieves enter our lands their identities will be revealed.
  • Mystic Advisor: Same as Cast Message

Attack and army spells

Spells that help your army attack, train or draft. Cast them before the action they affect.

Aggression

This spell refocuses your soldiers from versatile fighting units into an offensive machine. Giving them a lust for attacking, Soldiers will gain 2 offensive point in all combat for the duration of the spell.

  • Available to: Orc
  • Effect: Your soldiers gain 2 Offense points.
  • Duration: max 24 days.
  • Known in: Age 14 ... now
Game messages
  • Cast: Our soldiers will fight with unique aggression for X days!
  • Mystic Advisor: Our soldiers will fight with unique aggression for X days!

Anonymity

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.

  • Available to: All
  • Effect: Hides your province name during your next attack at the cost of no honor gains, causing the attacked province to be unable to ambush that attack. Decreases your attack gains by 15% for your next attack.
  • Duration: removed after attack
  • Known in: Age 13 ... now
Game messages
  • Cast: Our next attack will be cloaked under the shades of anonymity.
  • Mystic Advisor: Our armies are surrounded by a cloud of anonymity for our next battle.
  • Note - Anon reduces target honor, attacker does not get honor.

Bloodlust

Bloodlust fires the blood of your troops, igniting in them a desire to cause destruction. This fury will increase the carnage among enemy troops at a cost of increased recklessness among your own troops.

  • Available to: Orc
  • Effect: A province under Bloodlust will have 10% increased Offensive Military Efficiency, inflict 15% more kills, and suffer 15% higher military losses while the spell is active.
  • Duration: Not yet known.
  • Known in: Age 1 ... Age 22, Age 49 .. Age 58, Age 59 ... now
Game messages
  • Cast: Our armies crave the scent of blood. They will savage the enemy, or die trying.
  • Mystic Advisor: Same as Cast Message

Fanaticism

Fanaticism focuses your army on combat, increasing their offensive efficiency for several days. Unfortunately, a side effect of this desire for blood is that your armies remaining at home -- bored and frustrated for not being in combat -- will fight less effectively on defense.

  • Available to: All
  • Effect: Increases your Offensive Military Efficiency by 5%. Decreases your Defensive Military Efficiency by 5%.
  • Duration: max 9 hours
  • Known in: Age 14 ... now
Game messages
  • Cast: Our army will fight with fanaticism for X days!
  • Mystic Advisor: Our army fights with fanatical fervor

Inspire Army

Inspire Army helps make your military train harder on their own, thus reducing the daily wages you pay your military 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; provided the spell is cast before the troops are ordered to be trained.

  • Available to: All
  • Effect: Decreases your military wages by 15%. Decreases your military training time by 20%.
  • Duration: max 24 hours
  • Known in: Age 7 ... Age 71, Age 74 ... now
Game messages
  • Cast: Our army has been inspired to train harder. We expect maintenance costs to be reduced for X days!
  • Mystic Advisor: Same as Cast Message

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.

  • Available to: All
  • Effect: Increases military draft speed by 30%. Lowers Propaganda Damage received by 30%.
  • Duration: max 20 hours
  • Known in: Age 11 ... now
Game messages
  • Cast: Our people are excited about the military and will signup more quickly for x days!
  • Mystic Advisor: Same as Cast Message

Quick Feet

By giving your men magical speed, they can go to battle and return more quickly than usual, leaving your land without defense for a shorter period.

  • Available to: Faery, Halfling
  • Effect: Decreases your Attack Time by 10%.
  • Duration: Short
  • Known in: Age 1 ... Age 86, Age 88 ... now
Game messages
  • Cast: Our armies have been blessed with excellent speed.
  • Mystic Advisor: Our armies are blessed with incredible speed.

Righteous Aggressor

Convert offensive specialist to elites on successful attack (Trad, learns, massacres, and plunders).

  • Effect: Convert offensive specialist to elites on successful attack.
  • Duration: Short
Game messages
  • Cast: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!
  • Mystic Advisor: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!

War Spoils

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.

  • Available to: All - with a minimum relationship of War
  • Effect: Makes the land gained from Traditional March immediately available.
  • Duration: max 6 hours
  • Known in: Age 12 ... Age 58, Age 60 ... Age 101, Age 104...Now
Game messages
  • Cast: Our army has been blessed with immediate War Spoils for X days!
  • Mystic Advisor: War Spoils give us quick returns on our attacks

Economy spells

Spells that boost your food, gold, land, population, building or science. Cast them before you order the activity they speed up.

Builders' Boon

The Builders' Boon spell makes your workers build faster and harder than otherwise. All buildings constructed while the spell is active will be completed more quickly than normal. The spell must be cast before the new construction is ordered in the growth panel for lesser construction time.

  • Available to: All
  • Effect: Decreases your construction times by 25% for building set to build while active.
  • Duration: max 24 hours
  • Known in: Age 15 ... now
Game messages
  • Cast: Our builders have been blessed with unnatural speed for X days!
  • Mystic Advisor: Same as cast message.

Fertile Lands

By magically fertilizing your lands, you can ensure excellent food production for the duration of the spell. Whether a lack of farms, a deadly drought, or just wanting to stockpile extra food, this spell offers a definite increase to your food sources.

  • Available to: All
  • Effect: Increases food production by 25%.
  • Duration: max 30 hours.
  • Known in: Age 1 ... now
Game messages
  • Cast: We have made our lands extraordinarily fertile for X days!
  • Mystic Advisor: Same as Cast Message

Fountain of Knowledge

Science is a fundamental building block for any and all of the other parts of your province. While a Fountain of Knowledge spell is active, your students work harder and will learn more than they would otherwise.

  • Available to: Faery, Human
  • Effect: Increases your science book production by 10% while the spell is active.
  • Duration: Moderate, max duration unknown
  • Known in: Age 39 ... Age 68, Age 82 ... now
Game messages
  • Cast: Our students are blessed with excellent concentration for X Days!
  • Mystic Advisor: Our students are blessed with excellent concentration for X days!

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.

  • Available to: All
  • Effect: Increases base birth rate from 2.05% to 2.85%. Increase War Horses production by 40%.
  • Duration: max 22 hours
  • Known in: Age 7 ... now
Game messages
  • Cast: Our peasantry is influenced by a magical calm. We expect birth rates to be higher for X days!
  • Mystic Advisor: Our people feel at peace (Estimated: X more Days).

Mind Focus

Wizard Production is a fundamental element for all parts of your province. While a Mind Focus spell is active, your guilds work harder and will produce more wizards than they would otherwise.

Game messages
  • Cast: Your guilds will produce extra wizards for X days!
  • Mystic Advisor: Same as Cast Message

Miner's Mystique

Peasants generate a stable, supplemental source of income thru mining. By casting this unique spell, you can increase the money you collect for a period lasting several weeks.

  • Available to: Dwarf, Faery
  • Effect: Increases Income by 0.3 per Peasant.
  • Duration: Moderate, max time unknown
  • Known in: Age 1 ... Age 21 ... Age 97 ... now
Game messages
  • Cast: Unknown
  • Mystic Advisor: Unknown

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.

  • Available to: All
  • Effect: Creates a small amount of land per cast, this land comes directly from your explore pool. Between 1-10 acres per cast.
  • Duration: Instant cast
  • Known in: Age 12 ... now
Game messages
  • Cast: Our mages created X acres more land for us to use.
  • Mystic Advisor: N/A

Note: Paradise is not available during War and Protection. This spell utilizes acres from the explore pool. If the explore pool is empty, it will return 0 acres.

Revelation

Science is a fundamental building block for any and all of the other parts of your province. While the Revelation spell is active, it increases the rate of a new scientist emerging.

  • Available to: Cleric
  • Effect: Increases the rate of a new scientist emerging on by 20% while the spell is active.
  • Duration: Medium, max duration unknown
  • Known in: Age 69 ... Age 103, Age 107
Game messages
  • Cast: Our students are blessed with excellent concentration for X Days!
  • Mystic Advisor: Our students are blessed with excellent concentration for X days!

Tree of Gold

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.

  • Available to: Faery
  • Effect: Magically creates a small amount of gold (from 26.66% to 53.33% of your daily income).
  • Duration: Instant cast
  • Known in: Age 1 ... now
Game messages
  • Cast: X gold coins have fallen from the trees!
  • Mystic Advisor: n/a

Enemy spells: economy damage

Each spell lists who can cast it and the minimum relationship it needs.

Spells that hurt an enemy province's land, buildings, resources, science or costs.

Abolish Ritual

Reduces the strength of an enemy kingdom's province and has a high cost/difficulty

  • Available to: All - with minimum relationship of Unfriendly.
  • Effect: Reduces ritual strength by 2%. Limited to 10 casts on a single enemy province.
  • Duration: Instant
  • Known in: Age 73 ... now
  • Meter movement: 0.15
Game messages
  • Cast: Your mages infest the guilds of X. Their ritual is now x% destroyed! This province can still be targeted X times!
  • Mystic Advisor: N/A

Amnesia

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. Its effects are temporary. By casting Amnesia, you can cause an enemy province to lose effectiveness of their arts & sciences knowledge, opening a window to attack or further damage the enemy.

  • Available to: All - with a minimum relationship of War
  • Effect: Temporarily removes ~5% of target's current total allocated Science Books. These Books return over 48 ticks, not affected by EOWCF.
  • Duration: Instant with duration effect: 48Ticks
  • Known in: Age 1 ... now
  • Meter movement: 0 (War Only)
Game messages
  • Cast: N/A
  • Mystic Advisor: N/A
  • Throne room: N/A

Blizzard

Reduces the building effectiveness of a province for a short duration.

  • Available to: Dark Elf, Faery
  • Effect: Reduces the Building Effectiveness of a province by 10%.
  • Duration: Short
  • Known in: Age 69 ... now
  • Meter movement: 0.3
Game messages
  • Cast: Your wizards gather n runes and begin casting, and the spell succeeds. Blizzards will beset the works of [province name] (#:#) for X days!
  • Mystic Advisor: N/A
  • Throne room: Blizzards are besetting our works, and our building efficiency will be crippled by 10% for for X days!

Droughts

The opposite of storms, droughts can do significant damage as well. Without the rains necessary for fertile land, food production will be lower than usual, possibly resulting in 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 ravaging the target's land. Increases Arson damage taken by 15%.

  • Available to: All
  • Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%. Some horses may also die as a result. Increases Arson damage taken by 15%.
  • Duration: Medium
  • Known in: Age 1 ... now
  • Meter movement: 0.06
Game messages
  • Cast: A drought will reign over the lands of [Province Name] for X days!

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.

  • Available to: All
  • Effect: 50% chance to reduce an aid shipment to 55%-80% of original size.
  • Known in: Age 10 ... now
  • Meter movement: 0.18
Game messages
  • Cast: Explosions will rock aid shipments to and from [Province Name] for X days!
  • Mystic Advisor: Explosions will rock aid shipments to and from our province for X days!

Fool's Gold

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.

  • Available to: Heretic - with a minimum relationship of Unfriendly
  • Effect: Destroys up to 25% of target's gold.
  • Duration: Instant
  • Known in: Age 12 ... now
  • Meter movement: 0.42
Game messages
  • Cast: Our mages have turned X gold coins in [Province Name] to worthless lead.
  • Mystic Advisor: N/A
  • Throne room: X gold coins have been turned into worthless lead.

Gluttony

One of the seven deadly sins, your population will consume more food.

  • Available to: All
  • Effect: Increases food required by 25%.
  • Known in: Age 68 ... now
  • Meter movement: 0.09
Game messages
  • Cast: The gluttony of [target] has increased for X days.
  • Mystic Advisor: A fit of gluttony has descended upon our people, and they will not be sated until for X days.

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 in wages and to draft new troops.

  • Available to: All
  • Effect: Increases military wages and draft costs by 25%.
  • Known in: Age 12 ... now
  • Meter movement: 0.15
Game messages
  • Cast: Our mages have caused our enemy's soldiers to turn greedy for X days.
  • Throne room: Enemies have convinced our soldiers to demand more money for upkeep.

Land Lust

Land is the defining strength of any province, and this spell is the Mage's way of simply stealing an opponent's land. This spell is a difficult alternative to attacking.

  • Available to: All - with minimum relationship of Unfriendly.
  • Effect: Captures a small and random (up to 1.25%) of the enemy land.
  • Duration: Instant
  • Known in: Age 15 ... now
  • Meter movement: 0.6
Game messages
  • Cast: Our Land Lust over Enemy Province (location) has given us X new acres of land!
  • Mystic Advisor: N/A
  • Throne room: X acres of land have disappeared from our control!

Lightning Strike

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 any opponent's ability to cast spells.

  • Available to: All - with a minimum relationship of Unfriendly
  • Effect: Destroys a random portion of runes between 30-65%.
  • Duration: Instant
  • Known in: Age 1 ... now
  • Meter movement: 0.18
Game messages
  • Cast: Lightning strikes the Towers in [province name] (##:##) and incinerates X runes!
  • Mystic Advisor: N/A

Magic Ward

Projects a magical ward into the skies above an enemy province, forcing the enemy to pour more resources into their spell casts.

Game messages
  • Cast: Unknown
  • Mystic Advisor: Unknown

Nightfall

Darkness falls on the land and it is a darker night than most, the minds of mages are clouded by the psychic fog and the magical energies within the towers dims.

  • Available to: Undead - with a minimum relationship of Unfriendly
  • Effect: Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)
  • Duration: Instant damage spell, with duration effect: Reduce enemy Guild and Tower Effectiveness by 50%, Effects last for 8 ticks.
  • Known in: Age 110 ... now
  • Meter movement: TBD
Game messages
  • Cast: TBD
  • Mystic Advisor: N/A
  • Throne room: TBD

Tornadoes

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.

  • Available to: All - with minimum relationship of Unfriendly.
  • Effect: Destroys a small and random portion of buildings.
  • Duration: Instant
  • Known in: Age 14 ... now
  • Meter movement: 0.3
Game messages
  • Cast: Tornadoes scour the lands of [province name] (##:##), laying waste to X acres of buildings!
  • Mystic Advisor: N/A
  • Throne room: Tornadoes scour the lands, causing the destruction of X acres of buildings!

Vermin

Sending vermin scurrying into the Food supplies of an opponent forces the destruction of a great deal of their reserves.

  • Available to: Faery, Halfling
  • Effect: Destroys (on average) about 50% of target's Food supplies.
  • Duration: Instant
  • Known in: Age 1 ... Age 67, Age 82 ... Age 86, Age 90 ... now
  • Meter movement: 0.00 (incorrect value)
Game messages
  • Cast: Unknown
  • Mystic Advisor: N/A

Enemy spells: population damage

Spells that kill or hold back an enemy province's peasants and troops.

Chastity

Introducing Chastity amongst the peasants of your opponents is an effective way to grind their population growth to a halt.

  • Available to: Faery, Mystic - with a minimum relationship of Unfriendly
  • Effect: Decreases Birth Rate by 50%.
  • Duration: Medium
  • Known in: Age 47 ... now
  • Meter movement: 0.15
Game messages
  • Cast: Much to the chagrin of their men, the womenfolk of [Province Name] have taken a vow of chastity for X days!
  • Mystic Advisor: Our womenfolk have taken a vow of chastity preventing population growth for X days!

Fireball

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.

  • Available to: All - with minimum relationship of Unfriendly
  • Effect: Kills a small and random portion of peasants (4.5-7.5%).
  • Duration: Instant
  • Known in: Age 1 ... now
  • Meter movement: 0.24
Game messages
  • Cast: A fireball burns through the skies of [province name] (##:##). X peasants are killed in the destruction!
  • Mystic Advisor: N/A

Meteor Showers

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.

  • Available to: Mystic - with minimum relationship of Hostile
  • Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the spell is active.
  • Duration: Short-moderate
  • Known in: Age 12 ... now
  • Meter movement: 0.75
Game messages
  • Cast: Meteors will rain across the lands of [province name] (##:##) for X days
  • Mystic Advisor: Meteors rain across our lands, and are not expected to stop for X days.
  • Throne room: Meteors rain across the lands and kill X peasants and X troops!

Nightmares

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.

  • Available to: Heretic - with a minimum relationship of Unfriendly
  • Effect: Instantly returns around 1.5% of the military troops (specialists, elites and thieves) under training for 8 days. Will only affect the troops that are at home. Soldiers simply quit the army.
  • Duration: Instant damage spell, with duration effect: Troops in training queue stretching 8 days (not affected by Train Time or Spell Duration).
  • Known in: Age 1 ... now
  • Meter movement: 0.45
Game messages
  • Cast: During the night, X of the men in the armies and thieves' guilds of [Province Name] had nightmares. Some were forced into rehabilitation, but the soldiers simply quit the army!
  • Mystic Advisor: N/A
  • Throne room: This morning, X of our men from our armies and thieves' guild turned up unfit. The Soldiers quit, while the rest are being retrained. They should be available again in 8 days.

Storms

The power of mother nature is amongst the most 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. Increases Tornado damage taken by 15%.

  • Available to: All
  • Effect: Kills 1.5% of peasant population per day. Increases Tornado damage taken by 15%.
  • Known in: Age 1 ... now
  • Meter movement: 0.06
Game messages
  • Cast: Storms will ravage [province name] (##:##) for X days!
  • Throne room: Storms are ravaging our lands!

Enemy spells: intel and interference

Spells that show you information or interfere with an enemy's thieves and 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.

  • Available to: All
  • Effect: Displays the targeted provinces Throne
  • Duration: Instant
  • Known in: Age 1 ... Age 47, Age 88 ... now
  • Meter movement: 0
Game messages
  • Mystic Advisor: N/A

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.

  • Available to: All
  • Effect: Displays the targeted provinces Kingdom Paper.
  • Duration: Instant
  • Known in: Age 1 ... Age 47, Age 105
  • Meter movement: 0

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.

  • Available to: All - with a minimum relationship of Unfriendly
  • Effect: Reduces Stealth level by 5% of current level each Tick, before Stealth regeneration.
  • Duration: Medium
  • Known in: Age 1 ... now
  • Meter movement: 0.36
Game messages
  • Cast: Our mages have illuminated the lands of our enemies and exposed the thieves that walk through their lands.
  • Mystic Advisor: N/A

Mystic Vortex

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.

  • Available to: All - with a minimum relationship of Unfriendly
  • Effect: Nullifies spells on the enemy province (50% chance per spell).
  • Duration: Instant
  • Known in: Age 1 ... now
  • Meter movement: 0.45
Game messages
  • Cast: A magic vortex overcomes the province of [province name] (##:##), negating X active spells.
  • Mystic Advisor: N/A
  • Throne room: A magic vortex rendered many of our spells inactive!

Pitfalls

Placing magical pitfalls throughout an enemy's lands will cause them to suffer higher Military Defensive Casualties in combat for several days. This is an effective way to frustrate attackers and strengthen your own position in the midst of war.

  • Available to: Elf, Faery
  • Effect: Increases defensive military losses by 20%.
  • Duration: Medium
  • Known in: Age 14 ... now
  • Meter movement: 0.18
Game messages
  • Cast: Pitfalls will haunt the lands of [province name] (##:##) for X days. They will suffer increased defensive losses during battle.

Forgotten Spells

Older spells, most no longer in the spell book. Some still show "now" in their "Known in" line.

Barrier of Integrity

Stops all drafting that would normally take place in target province.

Was upgraded to Sloth

Fog

Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell can last for a couple of days.

  • Available to: Dwarf, Faery
  • Effect: Increases enemy attack times by 3 hours.
  • Duration: max 22 hours
  • Known in: Age 1 ... Age 50
Game messages
  • Cast: Our lands are protected by dense fog (Estimated: X more Days).
  • Mystic Advisor: Our lands are filled with fog, slowing opposing armies for X days!

Ghost Workers

Creating ghostly workers to perform the duties of your peasants, this spell reduces reduces the amount of filled jobs for maximum efficiency. This spell is effective for several days until the ghosts disappear.

  • Available to: Faery, Undead
  • Effect: The required number of jobs filled for maximum Building Efficiency is reduced by 25%.
  • Duration: Moderate, max time unknown
  • Known in: Age 13 ... Age 16 ... Age 81 ... now
Game messages
  • Cast: Magical auras enchant our buildings and begin working with increased productivity for XX days!
  • Mystic Advisor: Same as cast message

Haste

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.

  • Known in: Age 3 ... Age 14

Hero's Inspiration

The spell helps make your military train harder on their own, thus reducing the daily wages you pay your military 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; provided the spell is cast before the troops are ordered to be trained.

Game messages
  • Cast: Our army has been inspired to train even harder. We expect maintenance costs to be reduced for X days!
  • Mystic Advisor: Same as Cast Message

Illusionary

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.

  • Known in: Age 1 ... Age 11

Mystic Aura

A defense spell, creating a Mystic Aura around your lands will repel the next evil spell cast upon you from abroad. Unfortunately, the effect focuses only on the first spell cast upon you.

  • Available to: Dwarf
  • Effect: Repels the next offensive spell cast upon you (except own spells).
  • Duration: N/A
  • Known in: Age 1 ... Age 58, Age 60 ... now
Game messages
  • Cast: A Mystic Aura has been placed around our province, protecting us from the next evil spell from abroad.
  • Mystic Advisor: Same as Cast Message

Note that Mystic Aura does not activate on intel spells like Crystal Ball.

Scientific Insights

This spell clears the minds of your scientists, allowing them to think more clearly and increasing the effectiveness of their research.

Game messages
  • Cast: Your scientists have been imbued with mental energy, making them work harder for XX days!
  • Mystic Advisor: Same as cast message

Sloth

This spell enchants the enemy's peasantry, calling upon their deep-rooted morals to family and preventing them from signing up for military service.

  • Available to: Dark Elf - with minimum relationship of Unfriendly.
  • Effect: Reduces drafting within a target province by 50%. Also increases Draft Cost by 100%.
  • Duration: Short
  • Known in: Age 72 ... Age 81, Age 87 ... now
Game messages
  • Cast: Unknown
  • Mystic Advisor: Unknown

Genesis Spells

Soul Blight

Causes death among the peasants of an enemy, turning some into the caster's soldiers

  • Effect: Kills x% of peasants and then adds x% of those killed to the caster's soldiers
  • Duration: N/A
Game messages
  • Cast: A Pall of death descends upon enemy (x:x), taking xxx peasent's lives. Your legion is reinforced by xx of their fallen.
  • Mystic Advisor: Unknown

Formulas

Rune generation

Your towers and your land produce runes each tick. Science, honor, rituals and your stance then scale the total.

Runes Generated=(( Towers * 12 * Race Land Effect Mod * Personality Land Effect Mod * Building Efficiency ) + ( Land * Land Rune Generation ))×Production Science×Honor Mod×Ritual Mod×Stance Mod
  • Each tick, 1.2% of the total Runes in storage will decay.

Numbers last updated 27 Sep 2026.

Changelog

  • Age 106: Meter movements updated to reflect forum changes of "all values have tripled" on 6 May 2024.
  • Age 107: Updated spell availability and bonuses.
  • Age 110: Updated spell availability and bonuses.

See also

On this page
  1. How magic works
    1. What you need to cast
    2. Self spells and enemy spells
    3. How success is decided
    4. What happens when you cast
    5. How long a spell lasts
    6. What a spell costs
  2. Choosing spells
    1. Self spells by purpose
    2. Enemy spells by purpose
  3. Protection spells
    1. Animate Dead
    2. Greater Protection
    3. Minor Protection
    4. Mist
    5. Salvation
    6. Town Watch
    7. Wrath
  4. Magic and thievery spells
    1. Clear Sight
    2. Divine Shield
    3. Guile
    4. Illuminate Shadows
    5. Invisibility
    6. Mage's Fury
    7. Magic Shield
    8. Nature's Blessing
    9. Reflect Magic
    10. Shadowlight
  5. Attack and army spells
    1. Aggression
    2. Anonymity
    3. Bloodlust
    4. Fanaticism
    5. Inspire Army
    6. Patriotism
    7. Quick Feet
    8. Righteous Aggressor
    9. War Spoils
  6. Economy spells
    1. Builders' Boon
    2. Fertile Lands
    3. Fountain of Knowledge
    4. Love & Peace
    5. Mind Focus
    6. Miner's Mystique
    7. Paradise
    8. Revelation
    9. Tree of Gold
  7. Enemy spells: economy damage
    1. Abolish Ritual
    2. Amnesia
    3. Blizzard
    4. Droughts
    5. Explosions
    6. Fool's Gold
    7. Gluttony
    8. Greed
    9. Land Lust
    10. Lightning Strike
    11. Magic Ward
    12. Nightfall
    13. Tornadoes
    14. Vermin
  8. Enemy spells: population damage
    1. Chastity
    2. Fireball
    3. Meteor Showers
    4. Nightmares
    5. Storms
  9. Enemy spells: intel and interference
    1. Crystal Ball
    2. Crystal Eye
    3. Expose Thieves
    4. Mystic Vortex
    5. Pitfalls
  10. Forgotten Spells
    1. Barrier of Integrity
    2. Fog
    3. Ghost Workers
    4. Haste
    5. Hero's Inspiration
    6. Illusionary
    7. Mystic Aura
    8. Scientific Insights
    9. Sloth
  11. Genesis Spells
    1. Soul Blight
  12. Formulas
    1. Rune generation
  13. Changelog
  14. See also

Categories: Main Guide

Contributors (43)

Written by the Utopia community on the original wiki: Sean, Bishop, Clampy, Puppy101, Tzar, Celien, Noek, Feer, Stupid, IRage4u, Bowman, DaK, Angelus, Greggor88, Osiris, Vraid, Bigk, Pestermenot, Ordray, Scav, Eus, Alsadius, Sasha, Procariot, Eucariot, Crystopher, Persain, Spahrep, Dak, Noviets, Francis, Leonidas, Utopia wolf, Panthira, Morsha, Avenger, BigShotFancyMan, Umajon911, Icebuckle, Sonja says, Fanadin, W1nd, Adret.