Mystics

Magic in Utopia can be used for offensive or defensive purposes. It involves wizards, runes and guilds. 
== Runes, Wizards, Guilds and Mana ==
Towers produce runes every hour and runes are used to cast each spell (unless a race bonus means they are not needed). 
Wizards are trained by Guilds and a province needs some wizards to cast spells. If a province has too many wizards, a player can release Wizards back into the peasantry or stop wizard training. 
Every spell cast on your own or other provinces uses mana, which slowly regenerates each Utopian Day. 
== Spell costs ==
All spells cost mana, which the province will regenerate each Utopian day up to a maximum of 100%. When a province has less than 5% mana they cannot cast any more spells until it's mana regenerates. 
The mana costs of spells are:
*Self Spells - 3%
*Ritual casts - 2%
*Offensive Spells (without relations) - 3%
*Offensive Spells (Hostile or war relations) - 2%
*Crystal Ball - 1%
Rune costs are different for different spells and contain a fixed element and a modifier related to province size, so spells get proportionally cheaper as a province grows. 
Runes cost = ROUNDDOWN ( (0.6 * Size + 200) * Spell Cost Multiplier * 1.5 ) 
==Self Spells==
Guilds are needed to cast self spells on your own province and determine the success rate of self spell casting (along with the province's building efficiency). The duration of self spells is determined by guild percentage and not affected by building efficiency. 
Below are details of each self spell and their effects. The max cast shown does not include any racial bonuses. Further details on spells can be found on the spellbook page. 
Spell 	Description 	Spell
Bonus	Difficulty	Cost
Multiplier	Duration
(Average)	Av 	DE 	Dw 	Elf	Fa 	Ha 	Hu 	Or 	Ud 	Art	Cl 	He 	Mys	Ro 	Sage	Shep	Tact	WH 	Warr
Minor Protection (MP) 	Increases Defensive ME by 5% (multiplicative). Stacks with GP 	105% 	0.017 	0.35 	12 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes 	Yes 	Yes 	Yes	Yes
Greater Protection (GP) 	Increases Defensive ME by 5% (multiplicative). Stacks with MP. 	105% 	0.019 	0.45 	24 	Yes	No 	No 	No 	Yes	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No
Magic Shield (MS) 	Increases Defensive Magic Effectiveness by 20%. 	120% 	0.022 	0.5 	14 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes 	Yes 	Yes 	Yes	Yes
Mystic Aura (MA) 	Makes the next spell cast on a province fail. 	 	0.022 	0.5 	N/A	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No
Fertile Lands (FL) 	25% more Food production 	125% 	0.022 	0.5 	16 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes 	Yes 	Yes 	Yes	Yes
Nature's Blessing (NB) 	Grants immunity to Storms and Droughts. 
Gives a 33% chance to cure the Plague	100% 	0.023 	0.6 	16 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes 	Yes 	Yes 	Yes	Yes
Love & Peace (LAP) 	+0.85% Birth Rate and +40% War Horse production 	+0.85% 	0.024 	0.7 	14 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes 	Yes 	Yes 	Yes	Yes
Divine Shield (DS) 	-20% damage from instant spells. 	80% 	0.024 	0.8 	12 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	Yes	No 	No 	No 	No 	No 	No 	No 	No
Quick Feet (QF) 	-10% attack time 	90% 	0.026 	0.8 	2 	No 	No 	No 	No 	Yes	Yes	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No
Builder's Boon (BB) 	25% faster construction 	75% 	0.027 	1 	12 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes 	Yes 	Yes 	Yes	Yes
Inspire Army (IA) 	-15% wages
-20% training time 	85%/80% 	0.028 	1.1 	12 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes 	Yes 	Yes 	Yes	Yes
Hero's Inspiration (HI) 	-30% wages
-30% training time 	70%/70% 	0.017 	1.1 	14 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No
Scientific Insights (SI) 	+10% Science effects 	110% 	0.019 	1.25 	9 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No
Anonymity (Anon) 	Hides province name in news for the next attack. 
-15% resource and no honor gains from attacks. Anon attacks can't be ambushed.	 	0.04 	1.3 	N/A	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes 	Yes 	Yes 	Yes	Yes
Illuminate Shadows (IS) 	-20% damage from instant thief ops 	80% 	0.02 	1.3 	8 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	Yes	No 	No 	No 	No 	No 	No 	No 	No
Salvation 	-15% casualties 	85% 	0.02 	1.3 	8 	No 	No 	No 	Yes	Yes	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No
Wrath 	+20% Casualties for attacking provinces 	120% 	0.021 	1.35 	8 	No 	No 	No 	Yes	Yes	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No
Invisibility 	+10% Offensive TPA, -20% thieves lost 	110%/80%	0.032 	1.35 	12 	No 	Yes	No 	No 	Yes	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No
Clear Sight (CS) 	25% chance to catch thieves 	75% 	0.033 	1.4 	16 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	Yes	No
Mage's Fury 	+25% offensive mWPA, -25% Defensive mWPA 	125%/75%	0.033 	1.4 	6 	No 	Yes	No 	No 	Yes	No 	No 	No 	No 	No 	No 	No 	Yes	No 	No 	No 	No 	No 	No
War Spoils (WS) 	Immediately gain land from attacks 	 	0.034 	1.45 	4 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	No 	No 	No 	No 	No 	No 	No 	No 	No 	No
Mind Focus 	+25% wizard production 	125% 	0.033 	1.475	12 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	Yes	No 	No 	No 	No 	No 	No
Fanaticism 	+5% OME, -5% DME 	105%/95%	0.034 	1.5 	6 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes 	Yes 	Yes 	Yes	Yes
Guile 	+10% instant spell and thief op damage 	110% 	0.039 	1.5 	8 	No 	Yes	No 	No 	Yes	No 	No 	No 	No 	No 	No 	No 	Yes	No 	No 	No 	No 	No 	No
Revelation 	+20% faster Scientist generation 	130% 	0.035 	1.55 	10 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	Yes 	No 	No 	No 	No
Fountain of Knowledge (FoK)	+10% book production 	110% 	0.033 	1.55 	10 	No 	No 	No 	No 	Yes	No 	Yes	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No
Tree of Gold (TOG) 	instantly creates 26.6% -53.3% of daily gc 	 	0.025 	1.6 	N/A	No 	No 	No 	No 	Yes	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No
Town Watch (TW) 	every 5 peasants add 1 defence point, high casualites 	0.2 	0.037 	1.6 	10 	No 	No 	No 	No 	Yes	Yes	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No
Aggression 	+2 soldier strength 	+2/-2 	0.037 	1.625	12 	No 	No 	No 	Yes	Yes	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No
Miner's Mystique (MM) 	extra 0.3gc per peasant per tick 	+0.3 	0.038 	1.65 	14 	No 	No 	Yes	No 	Yes	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No
Ghost Workers (GW) 	25% less filled jobs needed for max BE 	75% 	0.038 	1.65 	14 	No 	No 	No 	No 	Yes	No 	No 	No 	Yes	No 	No 	No 	No 	No 	No 	No 	No 	No 	No
Animate Dead 	when attacked 50% of casualties returned as soldiers. 	50% 	0.038 	1.7 	N/A	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	Yes	No
Mist 	10% less resources lost in attacks 	90% 	0.038 	1.7 	4 	No 	No 	No 	Yes	Yes	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	Yes	No
Reflect Magic (RM) 	25% chance to reflect Offensive Spells 	25% 	0.4 	1.8 	12 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	Yes 	No 	No 	No
Shadowlight 	The next thief op against a province fails and reveals the sender 	 	0.042 	1.9 	N/A	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes 	Yes 	Yes 	Yes	Yes
Bloodlust 	+10% OME and +15% kills, but +15% casualties 	110%
115%/115%	0.04 	2.0 	6 	No 	No 	No 	No 	Yes	No 	No 	Yes	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No
Patriotism 	+30% draft speed, -30% Propaganda Damage 	130%/70%	0.045 	2.0 	12 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes 	Yes 	Yes 	Yes	Yes
Paradise 	Creates new land from explore pool. (Not available during War or Protection)	2-7 	0.5 	3.0 	N/A	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes 	Yes 	Yes 	Yes	Yes
Cast Ritual 	+1 ritual cast (from ritual tab) 	+1 	N/A 	6.0 	N/A	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes 	Yes 	Yes 	Yes	Yes
==Offensive Spells==
=== Chance of success ===
To cast spells on another province the amount of wizards per acre each province has determines success, which can be modified by other effects like race and science. The modified wizards per acre of each province determines the chance of success but there is also a random factor on each cast. This means a province's modified wizards per acre also defends them from spells cast by other provinces. 
 Offensive Modified WPA = Raw WPA * Channeling Science * Racial Mod * Honor Mod * Mage's Fury Mod * Ritual
 Defensive Modified WPA = Raw WPA * Channeling Science * Racial Mod * Honor Mod * Mage's Fury Mod * Magic Shield Mod
If spells are reflected (by the target province having the spell reflect magic active) this is still counted as a success and the in game message is green. 
When an attempted spell fails, sometimes it kills a small portion of the casting province's wizards. Failed spells still consume runes and mana.
Below are details of each offensive spell and their effects, broken down by instant and duration spells. The max cast shown does not include any racial bonuses. Further details on spells can be found on the spellbook page.
=== Instant Spells ===
Instant spells inflict effects that happen immediately when cast and are unaffected by guild percentage or building efficiency. The amount of damage done by an instant spell depends on:
* the type of spell cast 
* the amount of target resources (e.g. the amount of buildings a target province has when casting tornados) 
* the relative networth difference between the two provinces
* the relations of the two provinces' kingdoms 
* race and personality bonuses 
* Ritual and stance effects
* a random factor. 
Certain spells are only available during Unfriendly, Hostile or War relations. Also, many spells have a greater effective during heightened relations.
Spell 	Description 	Spell
Bonus	Difficulty	Cost
Multiplier	Av 	DE 	Dw 	Elf	Fa 	Ha 	Hu 	Or 	Ud 	Art	Cl	He 	Mer	Mys	Ro	Shep	Tact	WH	Warr
Crystal Ball (CB) 	Shows target's Throne information 	 	0.004 	0.35 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	No 	No	No 	No 	No 	No	No 	No 	No	No
Vermin 	destroys 50% food 	50% 	0.014 	1.275	No 	No 	No 	No 	Yes	Yes	No 	No 	No 	No 	No	No 	No 	No 	No	No 	No 	No	No
Fireball 	(UF, Hostile, War) Kills ~6% Peasants. 	94% 	0.02 	1.5 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	No 	No	No 	No 	No 	No	No 	No 	No	No
Fool's Gold 	(UF, Hostile, War) Destroys up to 25% GC 	75% 	0.02 	1.5 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No	Yes	No 	No 	No	No 	No 	No	No
Lightning Strike 	(UF, Hostile, War) Destroys up to 65% runes 	 	0.02 	1.55 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	No 	No	No 	No 	No 	No	No 	No 	No	No
Nightmares 	(UF, Hostile, War) ~1.5% troops put back into training for 8 ticks 	98.5% 	0.039 	2.2 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No	Yes	No 	No 	No	No 	No 	No	No
Tornadoes 	(UF, Hostile, War) Destroys buildings 	 	0.03 	2.5 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	No 	No	No 	No 	No 	No	No 	No 	No	No
Mystic Vortex 	(UF, Hostile, War) 50% chance to remove each active duration spell 	50% 	0.031 	2.8 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	No 	No	No 	No 	No 	No	No 	No 	No	No
Amnesia 	(War) Temporarily removes ~5% allocated Books. These return over 48 ticks. 	0.95 	0.034 	2.8 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	No 	No	No 	No 	No 	No	No 	No 	No	No
Abolish Ritual (AR)	(UF, Hostile, War) Reduces ritual strength by 2%. Max 10 casts per province	-2% 	0.032 	2.8 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	No 	No	No 	No 	No 	No	No 	No 	No	No
Land Lust 	(UF, Hostile, War) Steals 1-1.25% acres. 	1 - 1.25%	0.04 	4 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	No 	No	No 	No 	No 	No	No 	No 	No	No
=== Duration spells ===
The percentage of guilds the casting province has affects the duration of lasting offensive spells, unaffected by building efficiency. Durations are also affected by the type of spell, the relative networth difference between the two provinces, the relations of the tow proinvces' kingdoms and race bonuses with some random factor. Duration spells continue to have an effect when they have 0 ticks remaining (they show as '-' on the mystics page). 
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.
Certain spells are only available during Unfriendly, Hostile or War relations. Also, many spells have a greater effective during heightened relations.
Spell 	Description 	Spell
Bonus 	Difficulty	Cost
Multiplier	Duration
(Average)	Av 	DE 	Dw 	Elf	Fa 	Ha 	Hu 	Or 	Ud 	Art	Cl	He	Mer	Mys	Ro	Shep	Tact	WH	Warr
Storms 	Kills 1.5% Peasants. +15% Tornado damage.
Cancels Drought. 	1.5% / 115% 	0.009 	0.8 	12	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	No 	No	No	No 	No 	No	No 	No 	No	No
Drought 	-25% food production. 
-15% Draft Speed.
+15% Arson damage.
Kills some War Horses. Cancels Storms.	75% / 85% / 115%	0.01 	1.0 	12	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	No 	No	No	No 	No 	No	No 	No 	No	No
Magic Ward 	(UF, Hostile, War) +100% Rune Cost 	200% 	0.02 	1.15	6 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No	No	No 	Yes	No	No 	No 	No	No
Gluttony 	+25% food required 	125% 	0.014 	1.2 	12	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	No 	No	No	No 	No 	No	No 	No 	No	No
Greed 	+25% Wages and Draft Costs 	125% 	0.016 	1.3 	12	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	No 	No	No	No 	No 	No	No 	No 	No	No
Expose Thieves	(UF, Hostile, War) -5% current Stealth 	0.95 	0.024 	1.4 	6 	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	No 	No	No	No 	No 	No	No 	No 	No	No
Chastity 	(UF, Hostile, War) -50% birth rate 	50% 	0.024 	1.4 	6 	No 	Yes	No 	No 	Yes	No 	No 	No 	No 	No 	No	No	No 	No 	No	No 	No 	No	No
Sloth 	(UF, Hostile, War) -50% Draft speed. +100% Draft costs 	50% / 200% 	0.024 	1.4 	6 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No	No	No 	No 	No	No 	No 	No	No
Explosions 	50% chance that 20%-45% of aid sent or received is destroyed	55% - 80% 	0.02 	1.8 	12	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	Yes	No 	No	No	No 	No 	No	No 	No 	No	No
Blizzard 	-10% BE 	90% 	0.02 	1.8 	6 	No 	Yes	No 	No 	Yes	No 	No 	No 	No 	No 	No	No	No 	No 	No	No 	No 	No	No
Pitfalls 	+15% defensive casualties 	115% 	0.024 	1.8 	12	No 	No 	No 	Yes	Yes	No 	No 	No 	No 	No 	No	No	No 	No 	No	No 	No 	No	No
Meteor Showers	(Hostile + War) Kills Peasants and Troops 	 	0.04 	3.5 	8 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No 	No	No	No 	Yes	No	No 	No 	No	No
History of Mystics