Magic

For generations, most people dismissed magic as rumor. When it finally became known, it was feared, branded as dangerous, and pushed to the margins of society. To control what he could not extinguish, the Emperor founded the Imperial Mage Academy – an enormous registry and training ground meant to track every practitioner and summon them when needed.

Time changed the Academy. Its power and ambitions grew while its doors narrowed. Laws tightened. Many who wished to study the arcane refused to register and became illegal mages, vanishing into hidden circles and trusting only one another. They lived with the risk of denunciation and capture, yet, unbound by Academy rules many surpassed their sanctioned peers.

Then came the Great War. Loyal, legal mages fought and died in service to the throne. When the fires guttered, it was the unregistered who remained, the only hands left to kindle true spellcraft. Still feared by common folk but suddenly indispensable, they were recruited by regents to teach in private schools and to rebuild the shattered strength of the realm. In the age of reconstruction, magic is no longer a parlor rumor. It is a tool, a weapon, and used wisely… a kingdom’s lifeline.

Why Magic Matters

Magic can:

  • Boost production and income.
  • Accelerate exploration and growth.
  • Cripple enemy economies and buildings.
  • Provide scouting and emergency defense options.

How Casting Works

Success chance depends on:

  • The number of wizards you commit.
  • Your number of Schools.
  • Your total land (more land = harder to cover, so you need more power).

Schools increase casting efficiency. A common baseline is about 1 School per land; more Schools reduce the wizards needed for similar success.

Wizard recovery (rest) after casting:

  • Base: 3 wizards per 2 Schools per day.
  • With Insight technology: 2 wizards per School per day.

Offensive spells are opposed by the target’s wizards + Schools. Resting enemy wizards still help counterspell at half efficiency.

Some offensive spells break your protection and may grant retaliation to the target. Read each spell’s notes.

Racial Modifiers

All races do not have the same ability to cast spells and many will have great advantage over others when it come to this kind of specialty.

  • Elves: +15% spell success. Premier casters.
  • Humans: 0% (neutral). Reliable generalists.
  • Orcs: -15% success.
  • Gnomes: -37.5% success, 35% magic resistance (good at withstanding hostile magic).
  • Dwarves: -50% success, 40% magic resistance (excellent at counterspelling even with few or no wizards).

Suggested wizard counts assume roughly 1 School per land and aim for ~75% success. Increase wizards if you have a lot of land or few Schools.

The Spells
NameEffectDuration# of wizTech Lvl
Growing cropFarms produce at peak efficiency; crops mature faster.6 days70
Natural growthCasting this spell on your kingdom will make your population extremely fertile for a short period of time. Birth rate surges; cancels Famine.8 days150
Iron to goldThe ability to create gold from iron has always been a great advantage used by many regents to increase their fortune without too much trouble. This spell allows one to do this. Yield scales with wizards used.0 day120
FireballSome consider this spell as a vicious one, but many use it anyway. In fact casting a few fireballs on your opponent houses will kill his population reducing their production and their military potential.
Note: Using this spell breaks the caster’s protection if they have any, and also grants a retaliation right to the target against the caster.
0 dayN/A0
BlessingCasting a blessing spell on your population can be very beneficial since it increases your population productivity therefore generating more income. In fact, as long as the spell is in effect, your income will be increased by 10%.12 days120
TruesightReveals details about an enemy kingdom, the precision of the details depends on the number of wizards used to cast the spell. Also, the higher your spell technology level is, the more information you’ll get.N/A0
Wood to foodTransforms wood to food in a 1 wood to 10 food ratio, the amount converted depends on the number of wizards used.0 days121
FarseeingIncreases the rate of exploration (by 2) for the duration of the spell.12 days71
FreezeThe spell decreases the victim’s production by 10% (wood, food, iron, gold) as well as the number of buildings he can build per day by 66%.8 daysN/A2
FamineSet an opponent population growth to about -0.02% per day due to a general famine within the population. This spell cannot reduce population to less than 65% of the maximum population of a kingdom. Famine is cancelled by a Natural Growth spell.15 daysN/A2
EarthquakeThis spells summons an earthquake on an enemy province destroying many of its buildings, the number of buildings destroyed depends on your spell casting power and the opposing spell counterspelling ability. However, there is a small side effect to this spell, that is, the earthquake might also shake your land a little destroying some of your buildings as well.
Notes: Using this spell breaks the caster’s protection if they have any, and also grants a retaliation right to the target against the caster. This spell also carries a higher chance of backfiring if casting too high or low your Kingdom Strength. This spell is limited to 15% destroyed buildings max. If target loses more than 10% buildings, obtains a special EQ protection for 8 hours. EQ caster obtains 4 hours of protection from attacks (if he destroyed more than 10%).
0 days.N/A3
FirewallThe Firewall spell create a wall of fire around you kingdom increasing the number of damages dealt to attacking units (against your kingdom) by 8%. However, the spell may sometimes not be as successful as it could and the wall may start soem fire within your kigndom due to the heat it produces. Therefore, in some unusual cases it may destroy some of your buildings.15 days203
GateWith this spell you wizards can create a Gate that can be used to summon your troops back to your castles as they are coming back from a battle. When the spell is cast, each wizard can summon up to 3 men. This is a very powerful spell as it cannot be failed and can improve your defense very quickly, however, the gate is very unstable and often some men are lost on their way home. Also, as the death risk is too high, your generals will not accept to be gathered by a gate and will still require a few days to come back.
Note: Using this spell breaks the caster’s protection if they have any.
0 daysAlways successful4
God blessingThe most powerful spell that has ever been casted, god blessing, can turn a weak and unproductive population is an active and productive one. The wizards ask the gods themselves to bless your population and to make them as productive as possible. God Blessing increases production (wood, iron, food, gold) by 10% while in effect , it negates crime rate effects, it decreases crime rate by 1 per day and increases BAS at the same rate. Obviously failing to cast such a spell cannot be done without side effects as it can only be a sign that Gods dislike your kingdom. Your population will therefore lose some trust in you, crime rate will increase and your BAS will drop quickly. This is why this spell should not be cast with less than the suggested number of wizards and one should consider using a lot more than it is suggested.11 days254

# of wiz is the suggested number of wizards per land used to cast the spell based on a one school per land ratio, 75% success casting rate.

Elven Spell Research

Elves are able to research new spells from the technology menu. These spells, unlike normal ones, will be cast by your Mages instead of by your Wizards. They still require your units to rest, but it is possible to cast spells more often because each unit kind has its own rest time. However, keep in mind that if your mages are resting, they will be less efficient in combat. The mage casting spells are identified by an * in the spell menu.

The Elven Spells

Name

Effect

Duration

Recovery time

Ice storm

Usually casted on opponent kingdoms, this spell will prevent any crop from growing and kill the crop in the fields. While in effect, this spell will reduce food production to 0 per day. In fact, the only flaw of this spell is that it can be countered by casting a fertile land spell on the same kingdom.

5 days

22 days

Shadow Hall

While in effect, this spell will cause your province to disapear in a large fog and any building or peasant currently living on it will be very difficult to detect by our enemies. As the result, other regents will have reduced chances of finding your kingdom when attacking while the spell is in effect (50% chances of finding the kingdom, 50% of being lost for 3 days without any attack results).

12 days

26 days

Astral Veil

Increases the defense of Mage and Elite Archer by a flat +1, plus an additional +0.5 defense for every level of Light Armor technology your kingdom has researched. This protective boost makes Elven spellcasters and archers exceptionally resilient in battle, often turning the tide of otherwise costly defenses.

12 days

N/A

Racial Spells

There are some other racial spells as well, specifically for Undead at this time:

Name

Effect

Duration

Recovery time

Wraith’s Temptation

A cold whisper in the night, Wraith’s Temptation sows doubt and despair in the hearts of your foe. Ethereal phantoms haunt their dreams, offering hollow promises of power… Only to lure the weak‐willed into eternal servitude – or dust. Abstract: Kills targets peasants, a % will defect to your kingdom.

Instant

N/A