Spell Uses

Magic is real in Utopia. Your wizards can boost your economy and army, shield you from enemies, or hit other provinces with plagues, storms and fireballs. This page tells you how casting works, what every spell does, and which one to reach for.

In short

  • Every spell costs runes and mana. You need Guilds and wizards to cast.
  • Spells on yourself (self spells) depend on your Guild percentage and Building Efficiency. Spells on others depend on your Wizards Per Acre (WPA) compared with the target's.
  • Mana regenerates each day, up to 100%. Each cast costs 2% to 3%. Below 5% you cannot cast.
  • Guilds of 20% or more give the longest durations.
  • Cast spells that speed up an action (building, training) before you give the order.
  • Duration is in real time. Spell messages use Utopia Time.

Find the spell you need

Pick a purpose. Each link jumps to that group of spells. Every spell entry lists who can cast it, what it does, how long it lasts, and the ages it was in the game.

How casting works

Runes, wizards and guilds

A spell needs Runes, Wizards and Guilds.

  • Towers produce runes every hour. Each spell uses some.
  • Your Guilds train wizards. They come from your peasantry and reduce your available workers. Too many wizards costs you peasants, thieves or military. You can release wizards into the peasantry, or stop training more, at any time.
  • Your wizards have a Mana Rating. It rises automatically each day and drops each time you cast. Wizards will not cast with less than 5%.
  • Casting has risks. A failed attempt can explode and kill a small share of your wizards.

What decides success

  • Spells on yourself: your Guild percentage and Building Efficiency. More guilds means better results.
  • Spells on others: your Wizards Per Acre (WPA) against the target's, modified by racial bonuses or penalties and your Channeling science. The higher your WPA compared with the enemy, the better your odds. Luck always plays a large part.
  • Support spells: the formula is adjusted so kingdom mates can receive self spells from a support caster. You still need WPA, but it is not a big part of the result.
  • Your Guild percentage also strongly affects how long every spell lasts.

Possible outcomes

A cast has three possible outcomes: it works, it fizzles, or it fizzles and some wizards die.

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

How long spells last

The duration of a successful spell depends on four things.

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

There is also some randomness. The nominal duration is split into parts:

  • One quarter is always included in the final cast time.
  • A scaling factor (from % guilds, relative net worth and relations) sets the contribution of another quarter.
  • The remaining half is scaled by both the scaling factor and a random number.

Example: a spell with a nominal duration of 24 days.

  • Scaling factor 100% (equal net worth, at war, caster has 20% or more guilds): final cast time is 12-24 days.
  • Scaling factor 0% (for example, no guilds): final cast time is 6 days (25% of 24 days).
  • Scaling factor 50%: 6 days (25% of 24) + 3 days (25% of 24 times 50%) + 0-6 days (random share of 50% of 24 times 50%), which is 9-15 days in total.

Numbers last updated 27 Sep 2026.

What spells cost

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

  • Self spells: 3%
  • Offensive spells (without relations): 3%
  • Offensive spells (Hostile relations): 2%
  • Ritual spells: 2%
  • Support spells on others: 2%

Numbers last updated 27 Sep 2026.

Restrictions and relations

Some spells are 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 spells are also stronger when relations are worse. Spells come in two kinds:

Support spells

Some Races can cast certain self spells on kingdom mates. These are support spells. Success depends on the caster's WPA and relative networth against the target. Duration depends on the target's guilds. To cast a support spell you must have access to it. The full list is here.

The current age's support spells are: Minor Protection, Greater Protection, Fertile Lands, Magic Shield, Nature's Blessing, Love & Peace, Builders' Boon, Inspire Army, Patriotism, Fanaticism, Divine Shield, Illuminate Shadows, Salvation and Wrathful Smite.

The caster gains honor from kingdom mates they cast support spells on. Those on the receiving end lose about 0.1% honor.

Reading the spell entries

  • The max duration shown does not include racial bonuses.
  • Restrictions on use are listed under "Who can cast it".
  • Almost every spell that speeds up an activity (such as building or training) must be cast before you order that activity.

Self spells: economy and growth

Cast these on yourself to earn more, build faster, grow or feed your province. Cast them before the action they speed up (building, training).

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.

  • Who can cast it: All
  • Effect: Decreases your construction times by 25% for building set to build while active.
  • Lasts: max 24 hours
  • Support spell: some races can also cast it on kingdom mates.
  • Known in ages: Age 15 ... now

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.

  • Who can cast it: All
  • Effect: Increases food production by 25%.
  • Lasts: max 30 hours.
  • Support spell: some races can also cast it on kingdom mates.
  • Known in ages: Age 1 ... now

Ghost Workers

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

  • Who can cast it: Faery
  • Effect: The required number of jobs filled for maximum Building Efficiency is reduced by 20%.
  • Lasts: Moderate, max time unknown
  • Known in ages: Age 13 ... Age 16 ... Age 81 ... now

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.

  • Who can cast it: All
  • Effect: Decreases your military wages by 15%. Decreases your military training time by 20%.
  • Lasts: max 24 hours
  • Support spell: some races can also cast it on kingdom mates.
  • Known in ages: Age 7 ... Age 71, Age 74 ... now

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.

  • Who can cast it: All
  • Effect: Increases base birth rate from 2.05% to 2.85%. Increase War Horses production by 40%.
  • Lasts: max 22 hours
  • Support spell: some races can also cast it on kingdom mates.
  • Known in ages: Age 7 ... now

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.

  • Who can cast it: Dwarf
  • Effect: Increases Income by 0.3 per Peasant.
  • Lasts: Moderate, max time unknown
  • Known in ages: Age 1 ... Age 21 ... Age 97

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.

  • Who can cast it: Not stated on the old page
  • Effect: Increases Wizard Production by 35%.
  • Lasts: max 20 hours
  • Known in ages: Age 1 ... Age 38 , Age 93 ... now

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.

  • Who can cast it: All
  • Effect: Creates a small amount of land per cast, this land comes directly from your explore pool. Between 1-10 acres per cast.
  • Lasts: Instant cast
  • 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.
  • Known in ages: Age 12 ... now

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.

  • Who can cast it: Artisan
  • Effect: Magically creates a small amount of gold (from 26.66% to 53.33% of your daily income).
  • Lasts: Instant cast
  • Known in ages: Age 1 ... now

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.

  • Who can cast it: Sage
  • Effect: Increases your science book production by 10% while the spell is active.
  • Lasts: Moderate, max duration unknown
  • Known in ages: Age 39 ... Age 68, Age 82 ... now

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.

  • Who can cast it: Sage
  • Effect: Increases the rate of a new scientist emerging on by 30% while the spell is active.
  • Lasts: Short-moderate, max duration unknown
  • Known in ages: Age 69 ... now

Scientific Insights

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

  • Who can cast it: Sage
  • Effect: Increase the science effectiveness of target province by 10%.
  • Lasts: Very short, max time unknown
  • Known in ages: Age 72 ... Age 92, Age 96 ... Age 98, Age 100

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.

  • Who can cast it: All
  • Effect: Protects your land against Storms and Drought. Has a 33% chance of curing Plague (per cast).
  • Lasts: max 36 hours
  • Support spell: some races can also cast it on kingdom mates.
  • Known in ages: Age 1 ... now

Self spells: defence

Cast these to protect your province from attackers, hostile mages and thieves.

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.

  • Who can cast it: Undead
  • Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.
  • Lasts: Expires when attacked.
  • Known in ages: Age 1 ... Age 87, Age 90 ... now

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.

  • Who can cast it: All
  • Effect: Increases defensive military efficiency by 5%.
  • Lasts: max 24 hours
  • Support spell: some races can also cast it on kingdom mates.
  • Known in ages: Age 1 ... now

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.

  • Who can cast it: Human, Cleric
  • Effect: Increases Defensive Military Efficiency by 5%.
  • Lasts: max time unknown
  • Support spell: some races can also cast it on kingdom mates.
  • Known in ages: Age 1 ... now

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.

  • Who can cast it: All
  • Effect: Increases your defensive magic efficiency by 20%.
  • Lasts: max 24 hours
  • Support spell: some races can also cast it on kingdom mates.
  • Known in ages: Age 1 ... now

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.

  • Who can cast it: Dwarf
  • Effect: Repels the next offensive spell cast upon you (except own spells).
  • Lasts: N/A
  • Known in ages: Age 1 ... Age 58, Age 60 ... now

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

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.

  • Who can cast it: Shepherd
  • Effect: Has a 25% chance of reflecting offensive spells cast upon your province.
  • Lasts: max 18 hours.
  • Known in ages: Age 1 ... Age 98, Age 100

Divine Shield

The cleric protects his people from the black magics of his enemies, granting them further protection against harmful spells.

  • Who can cast it: Cleric
  • Effect: Reduces Instant Spell Damage taken by 20%.
  • Lasts: Moderate, max time unknown
  • Support spell: some races can also cast it on kingdom mates.
  • Known in ages: Age 72 ... Age 80 ... Age 87 ... now

Salvation

Salvation protects Military in Combat, reducing all Military Casualties by 10%.

  • Who can cast it: Cleric
  • Effect: Decrease Military Casualties of target province by 10%.
  • Lasts: Moderate, max time unknown
  • Support spell: some races can also cast it on kingdom mates.
  • Known in ages: Age 97 ... now

Wrathful Smite

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

  • Who can cast it: Cleric
  • Effect: Increases enemy casualties when attacking the protected province by 20%.
  • Lasts: Moderate, max time unknown
  • Support spell: some races can also cast it on kingdom mates.
  • Known in ages: Age 72 ... now

Mist

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

  • Who can cast it: Dwarf
  • Effect: Lowers enemy gains by 10% on defensive battles for a duration.
  • Lasts: Short, max time unknown
  • Known in ages: Age 85 ... 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.

  • Who can cast it: Halfling
  • Effect: Every 5 of your peasants will defend your land with 1 point of defense.
  • Lasts: max 18 hours
  • Known in ages: Age 7 ... now

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.

  • Who can cast it: Merchant
  • Effect: Automatically catches 25% of the thieves' operations conducted against your province.
  • Lasts: max 22 days
  • Known in ages: Age 1 ... now

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.

  • Who can cast it: Cleric
  • Effect: Reduces damage from thievery operations by 20%.
  • Lasts: Moderate, max time unknown
  • Support spell: some races can also cast it on kingdom mates.
  • Known in ages: Age 72 ... now

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 sabotage from being successful.

  • Who can cast it: All
  • Effect: Reveals the name of the next province performing a successful thievery operation upon your province. Deflects the next sabotage operation.
  • Lasts: Expires on enemy thievery attempt
  • Known in ages: Age 1 ... now

Self spells: attack and utility

Cast these to prepare an attack, speed up your army, or help your thieves and rituals.

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. During this period, though, they will lose 2 defensive point as well.

  • Who can cast it: Avian
  • Effect: Your soldiers gain 2 offense points at the cost of losing 2 defense points.
  • Lasts: max 24 days.
  • Known in ages: Age 14 ... now

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.

  • Who can cast it: 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.
  • Lasts: removed after attack
  • Known in ages: Age 13 ... now

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.

  • Who can cast it: 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.
  • Lasts: Not yet known.
  • Known in ages: Age 1 ... Age 22, Age 49 .. Age 58, Age 59 ... now

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.

  • Who can cast it: Avian, Cleric
  • Effect: Increases your Offensive Military Efficiency by 5%. Decreases your Defensive Military Efficiency by 5%.
  • Lasts: max 9 hours
  • Support spell: some races can also cast it on kingdom mates.
  • Known in ages: Age 14 ... now

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.

  • Who can cast it: 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.
  • Lasts: max 12 hours
  • Known in ages: Age 49 ... now

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.

  • Who can cast it: All
  • Effect: Increases military draft speed by 30%. Lowers Propaganda Damage received by 30%.
  • Lasts: max 20 hours
  • Support spell: some races can also cast it on kingdom mates.
  • Known in ages: Age 11 ... now

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.

  • Who can cast it: Tactician
  • Effect: Decreases your attack time by 15%.
  • Lasts: Short
  • Known in ages: Age 1 ... Age 86, Age 88 ... now

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.

  • Who can cast it: All
  • Effect: Makes the land gained from Traditional March immediately available.
  • Lasts: max 6 hours
  • Known in ages: Age 12 ... Age 58, Age 60 ... now

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.

  • Who can cast it: Elf, Faery
  • Effect: Increases your Offensive Thievery Efficiency by 10%. Reduce Thieves lost during Thievery Operations by 20%.
  • Lasts: max 22 hours
  • Known in ages: Age 1 ... now

Cast Ritual

Once your Monarch or Steward has declared what ritual to perform, this spell will increase your progress towards its completion with each cast. This spell has a very high difficulty and cost, and is accessible via the Ritual tab.

  • Who can cast it: All
  • Effect: Progresses the ritual counter with each successful cast.
  • Lasts: Instant Cast
  • Known in ages: Age 73 ... now

Offensive spells: damage and losses

These hurt a target province directly. Most work instantly. Many need Unfriendly or worse relations.

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.

  • Who can cast it: All - with minimum relationship of Unfriendly
  • Effect: Kills a small and random portion of peasants (4.95-8.47%).
  • Lasts: Instant
  • Known in ages: Age 1 ... now

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.

  • Who can cast it: All - with a minimum relationship of Unfriendly
  • Effect: Destroys a random portion of runes between 30-65%.
  • Lasts: Instant
  • Known in ages: Age 1 ... now

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.

  • Who can cast it: All - with minimum relationship of Unfriendly.
  • Effect: Captures a small and random (up to 1.35%) of the enemy land.
  • Lasts: Instant
  • Known in ages: Age 15 ... now

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.

  • Who can cast it: All - with minimum relationship of Unfriendly.
  • Effect: Destroys a small and random portion of buildings.
  • Lasts: Instant
  • Known in ages: Age 14 ... now

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.

  • Who can cast it: Mystic - with minimum relationship of Hostile
  • Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the spell is active.
  • Lasts: Short-moderate
  • Known in ages: Age 12 ... now

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%.

  • Who can cast it: All
  • Effect: Kills 1.5% of peasant population per day. Increases Tornado damage taken by 15%.
  • Lasts: Not stated on the old page
  • Known in ages: Age 1 ... now

Vermin

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

  • Who can cast it: Heretic
  • Effect: Destroys (on average) about 50% of target's food supplies.
  • Lasts: Instant
  • Known in ages: Age 1 ... Age 67, Age 82 ... Age 86, Age 90 ... now

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.

  • Who can cast it: Heretic - with a minimum relationship of Unfriendly
  • Effect: Destroys up to 25% of target's gold.
  • Lasts: Instant
  • Known in ages: Age 12 ... now

Offensive spells: disruption

These weaken a target for a period of time, or interfere with its economy and army.

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.

  • Who can cast it: Heretic - with a minimum relationship of War
  • Effect: Temporarily removes ~5% of target's current total allocated Science Books. These Books return over 24 ticks.
  • Lasts: Instant with duration effect: 24 Ticks
  • Known in ages: Age 1 ... now

Blizzard

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

  • Who can cast it: Mystic
  • Effect: Reduces the building effectiveness of a province by 10%.
  • Lasts: Short
  • Known in ages: Age 69 ... now

Chastity

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

  • Who can cast it: Elf, Faery - with a minimum relationship of Unfriendly
  • Effect: Decreases Birth Rate by 50%.
  • Lasts: Medium
  • Known in ages: Age 47 ... now

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%.

  • Who can cast it: 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%.
  • Lasts: Medium
  • Known in ages: Age 1 ... now

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.

  • Who can cast it: All
  • Effect: 50% chance to reduce an aid shipment to 55%-80% of original size.
  • Lasts: Not stated on the old page
  • Known in ages: Age 10 ... now

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.

  • Who can cast it: All
  • Effect: Increases military wages and draft costs by 25%.
  • Lasts: Not stated on the old page
  • Known in ages: Age 12 ... now

Gluttony

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

  • Who can cast it: Faery
  • Effect: Increases food required by 25%.
  • Lasts: Not stated on the old page
  • Known in ages: Age 68 ... now

Magic Ward

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

  • Who can cast it: Elf - with minimum relationship of Unfriendly.
  • Effect: Increases target's rune costs by 50%.
  • Lasts: Not stated on the old page
  • Known in ages: Age 72 ... Age 81, Age 86... now

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.

  • Who can cast it: Heretic - with a minimum relationship of Unfriendly
  • Effect: 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.
  • Lasts: Instant with duration effect: Troops in training queue stretching 8 days.
  • Known in ages: Age 1 ... now

Pitfalls

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

  • Who can cast it: Mystic
  • Effect: Increases defensive military losses by 25%.
  • Lasts: Medium
  • Known in ages: Age 14 ... now

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.

  • Who can cast it: Faery - with minimum relationship of Unfriendly.
  • Effect: Reduces drafting within a target province by 50%. Also increases Draft Cost by 100%.
  • Lasts: Short
  • Known in ages: Age 72 ... Age 81, Age 87 ... now

Offensive spells: intel and clean-up

Look at a target, strip its defences, or hit its rituals.

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.

  • Who can cast it: All
  • Effect: Displays the target province's Throne
  • Lasts: Instant
  • Known in ages: Age 1 ... Age 47, Age 88 ... now

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.

  • Who can cast it: All - with a minimum relationship of War
  • Effect: Reduces Stealth level by 5% of current level each Tick, before Stealth regeneration.
  • Lasts: Medium
  • Known in ages: Age 1 ... now

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.

  • Who can cast it: All - with a minimum relationship of Unfriendly
  • Effect: Nullifies spells on the enemy province (50% chance per spell).
  • Lasts: Instant
  • Known in ages: Age 1 ... now

Abolish Ritual

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

  • Who can cast it: All - with minimum relationship of Unfriendly.
  • Effect: Reduces ritual strength by 2%. Limited to 10 casts on a single enemy province.
  • Lasts: Instant
  • Known in ages: Age 73 ... now

Retired spells

These spells no longer exist in the game. They are kept here for history.

Barrier of Integrity

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

Was upgraded to Sloth

  • Known in ages: Age 72 ... Age 80

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.

  • Who can cast it: All
  • Effect: Displays the target province's Kingdom Paper
  • Lasts: instant spell
  • Known in ages: Age 1 ... Age 47

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.

  • Who can cast it: Dwarf, Faery
  • Effect: Increases enemy attack times by 3 hours.
  • Lasts: max 22 hours
  • Known in ages: Age 1 ... Age 50

Guile

By focusing your mind and employing cunning techniques, you increase the damage of your spells and operations.

  • Who can cast it: Heretic
  • Effect: Increases Instant Spell and Sabotage Operation Damage by 15%.
  • Lasts: Moderate, max time unknown
  • Known in ages: Age 90 ... Age 92, Age 94, Age 95, Age 98

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 ages: 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.

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 ages: Age 1 ... Age 11

See also

On this page
  1. Find the spell you need
  2. How casting works
    1. Runes, wizards and guilds
    2. What decides success
    3. Possible outcomes
    4. How long spells last
    5. What spells cost
    6. Restrictions and relations
    7. Support spells
    8. Reading the spell entries
  3. Self spells: economy and growth
    1. Builders' Boon
    2. Fertile Lands
    3. Ghost Workers
    4. Inspire Army
    5. Love & Peace
    6. Miner's Mystique
    7. Mind Focus
    8. Paradise
    9. Tree of Gold
    10. Fountain of Knowledge
    11. Revelation
    12. Scientific Insights
    13. Nature's Blessing
  4. Self spells: defence
    1. Animate Dead
    2. Minor Protection
    3. Greater Protection
    4. Magic Shield
    5. Mystic Aura
    6. Reflect Magic
    7. Divine Shield
    8. Salvation
    9. Wrathful Smite
    10. Mist
    11. Town Watch
    12. Clear Sight
    13. Illuminate Shadows
    14. Shadowlight
  5. Self spells: attack and utility
    1. Aggression
    2. Anonymity
    3. Bloodlust
    4. Fanaticism
    5. Mage's Fury
    6. Patriotism
    7. Quick Feet
    8. War Spoils
    9. Invisibility
    10. Cast Ritual
  6. Offensive spells: damage and losses
    1. Fireball
    2. Lightning Strike
    3. Land Lust
    4. Tornadoes
    5. Meteor Showers
    6. Storms
    7. Vermin
    8. Fool's Gold
  7. Offensive spells: disruption
    1. Amnesia
    2. Blizzard
    3. Chastity
    4. Droughts
    5. Explosions
    6. Greed
    7. Gluttony
    8. Magic Ward
    9. Nightmares
    10. Pitfalls
    11. Sloth
  8. Offensive spells: intel and clean-up
    1. Crystal Ball
    2. Expose Thieves
    3. Mystic Vortex
    4. Abolish Ritual
  9. Retired spells
    1. Barrier of Integrity
    2. Crystal Eye
    3. Fog
    4. Guile
    5. Haste
    6. Hero's Inspiration
    7. Illusionary
  10. See also
Contributors (3)

Written by the Utopia community on the original wiki: Topsy, Umajon911, Sonja says.