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 give other debuffs. 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.
- Undeads: -15% success, 10% magic resistance (small buff against hostile magic).
- Gnomes: -37.5% success, 35% magic resistance (good at withstanding hostile magic).
- Dwarves: -50% success, 40% magic resistance (excellent at counter-spelling 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 | ||||
|---|---|---|---|---|
| Name | Effect | Duration | # of wiz | Tech Lvl |
| Growing crop | Farms produce at peak efficiency; crops mature faster. | 6 days | 7 | 0 |
| Natural growth | Casting this spell on your kingdom will make your population extremely fertile for a short period of time. Birth rate surges; cancels Famine. | 8 days | 15 | 0 |
| Iron to gold | The 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 day | 12 | 0 |
| Fireball | Some 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. Offensive Spell Standardized Restrictions in effect for this spell (see details below). | 0 day | N/A | 0 |
| Blessing | Casting 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 days | 12 | 0 |
| Truesight | Reveals 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. Note: casting +200% or -50% of your Kingdom Strength will result in casting failure. | N/A | 0 | |
| Wood to food | Transforms wood to food in a 1 wood to 10 food ratio, the amount converted depends on the number of wizards used. | 0 days | 12 | 1 |
| Mana Burn | Cast with Wizards, it burns through an enemy kingdom’s Schools to kill some of their Wizards, though the ritual may consume some of your own. Cast with Magic Potions, it burns part of the enemy’s MP stores instead. Stronger School networks make the spell more dangerous, but a single casting cannot wipe out an enemy’s entire magical force or potion stockpile. Receiver of this spell is eligible for Magic Protection if they’re hit by an especially large attack, total amount of possible damages are also capped. | 0 days | N/A | 1 |
| Farseeing | Increases the rate of exploration 2X for the duration of the spell. | 12 days | 7 | 1 |
| Freeze | The 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 days | N/A | 2 |
| Famine | Set 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 days | N/A | 2 |
| Earthquake | This 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. Offensive Spell Standardized Restrictions in effect for this spell (see details below). | 0 days. | N/A | 3 |
| Firewall | The 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 days | 20 | 3 |
| Gate | With 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 days | Always successful | 4 |
| God blessing | The 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 20% while in effect , and increases BAS +1 per day. 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 days | 25 | 4 |
# 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.
Offensive Spell Standardized Restrictions
- Using these spells break the caster’s protection if they have any.
- Damage dampener below 70% KS.
- Max damage cap = 10%.
- Magic protection (for target) = 8 ticks if damage reaches 10%, 4 ticks if damage reaches 5%, otherwise 2 ticks.
- Increasing backfire chance against kingdoms smaller than 80% of your KS, becoming certain at 50% or lower.
- Increasing backfire chance against kingdoms larger than 130% of your KS, becoming certain at 200% or higher.
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 |
|---|---|---|---|
|
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. |
8 days |
16 days |
|
Shadow Hall |
While in effect, this spell will cause your province to disappear 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% of getting lost in the fog for 3 days – unless the attacker has a valid retaliation then the chance is reduced to 33%). |
12 days |
18 days |
|
Astral Veil |
Increases the defense of Mage and Elite Archer by a flat +1, plus an additional +0.25 defense for every level of Heavy 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. |
24 days |
N/A |
Racial Spells
There are some other racial spells as well:
|
Name |
Effect |
Duration |
Recovery |
Race |
|---|---|---|---|---|
|
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 |
Undead |
|
Sliding Shield |
With this spell your Shieldbearers form a moving wall that lets your soldiers cut through the chaos and rush home. When the spell is cast, each Shieldbearer you assign can return up to 10 troops from your away armies. The recall is instant and cannot fail, but the journey is rough and a small portion of those men may be lost on the way. Generals refuse to ride the shields and will still take a few days to return on their own. |
Instant |
18 days |
Dwarf |
|
Kaboom! |
Your engineers load the Catapults with hooks, lines, and bad ideas. The shot lands, the ropes snap tight, and your soldiers are yanked home in a spectacular blur. When the spell is cast, each Catapult you assign can return up to 20 troops from your away armies. The recall is instant and cannot fail, but it is violent, and many of those units pulled back will not survive the ride. Generals want no part of this contraption and still require time to return. |
Instant |
18 days |
Gnome |
Offensive Magic
Offensive magic success chance is a Per-Land Power Ratio with Additive Baseline. Your “power per land” fights an opponents “wall per land”, and every spell has a built-in difficulty bar you must clear.
Attacker power: A = (wizards you send ÷ target land) × school multiplier × your magic bonus.
Defender wall: D = ((active wiz + ½×resting) ÷ target land) × school multiplier.
Spell difficulty (baseline): baseline = spell cost × target’s racial resistance.
Success chance: p = A ÷ (A + D + baseline), capped at 98%.
What that means for you:
- Per-land = fairness. Bigger kingdoms are naturally harder; you must bring more wizards (or more schools) to keep the same odds.
- Schools are clear and linear. 1:1 ⇒ 1×, 2:1 ⇒ 2×, 3:1 ⇒ 3× (cap). Same rule for offense and defense.
- Racial resistance raises the baseline.
- If you invest more per-land power, your chance always climbs.
- More wizards per land or more schools always helps in a straight-line, easy to plan for magic offense and defense.
- Offense and defense use the same simple structure, no hidden advantages.
Simple example
- Target is No-magic Human (resist 1.0), spell cost 7, 100 land.
If you’re at 3:1 schools and send 300 wiz:
A = (300/100)×3 = 9 → p ≈ 9/(9+0+7) = 56% Chance Of Success
Send more and p rises smoothly toward 98%.
Arcane Nexus
The Arcane Nexus is an advanced magical structure that lets any kingdom in your province cast province-wide beneficial magic in a single ritual. Instead of targeting one kingdom at a time, Arcane Nexus can attempt to blanket every kingdom in your current province with a chosen enchantment.
Arcane Nexus is not available by default. It must be unlocked first by paying a one-time cost:
- 20,000 Magic Potions
- 3,000,000 Gold
- 10,000 Iron
- 10,000 Wood
Once built, it remains available to every kingdom in your province for the rest of the round. You pay once to cast on the whole province (either by using wizards or spending MP), then the game makes one success roll based on the total province land. If the ritual succeeds, the spell effect is applied to every kingdom in the province. If the ritual fails, you still pay the cost, but no kingdoms receive the spell.
Nexus Upgrade: Aegis Of Benediction. The Aegis makes it possible to cast a provincial blessing once per 48 game days. Level II of the Aegis reduces recharge time in half.



