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Magic

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Magic will let your wizards cast a variety of spells, giving temporary bonuses, information or damaging your enemies.

All spells cost mana, which is produced by Towers and Wizard Guilds. The cost of each spell is based on a multiplier of your land size.

Self Spells[edit]

Self-spells can't be cast on other dominions. You can recast these once there are less than 12 hours remaining on the duration.

Spell Cost Multiplier Duration Effect Notes
Gaia's Watch 2x 12 hours +10% food production.
Ares' Call 2.5x 12 hours +10% defensive power.
Midas Touch 2.5x 12 hours +10% platinum production. Cancels Cull the Weak
Mining Strength 2x 12 hours +10% ore production.
Harmony 2.5x 12 hours +50% population growth.
Fool's Gold 1x 10 hours Prevents platinum theft. 20 hour cooldown; Cannot be cast during protection
Surreal Perception 3x 12 hours Reveals the name of dominions performing ops on you.
Energy Mirror 4x 12 hours Reduces enemy spell damage by 15% and enemy spell duration by 1 hour.
Amplify Magic 0.5x 6 hours Your next non-cooldown self spell costs +100% mana and lasts +50% longer. Cannot be cast during protection; Removed when a qualifying spell is cast

Surreal Perception[edit]

Each Op comes with its own notification in the Recent News. For information ops, these notifications are as follows:

Op Text
Clear Sight A magical presence was detected within our advisor's quarters. Our wizards have determined that DOMINION (#X) was responsible!
Disclosure A magical presence was detected within our hero's quarters. Our wizards have determined that DOMINION (#X) was responsible!
Revelation A magical presence was detected within our towers. Our wizards have determined that DOMINION (#X) was responsible!
Vision A magical presence was detected within our schools. Our wizards have determined that DOMINION (#X) was responsible!
Barracks Spy A hostile presence was detected within our barracks. Our wizards have determined that spies from DOMINION (#X) were responsible!
Castle Spy A hostile presence was detected within our castle. Our wizards have determined that spies from DOMINION (#X) were responsible!
Land Spy A hostile presence was detected amongst our lands. Our wizards have determined that spies from DOMINION (#X) were responsible!
Survey Dominion A hostile presence was detected amongst our buildings. Our wizards have determined that spies from DOMINION (#X) were responsible!

Friendly Spells[edit]

All friendly spells cost 3% Wizard Strength to cast, and can only be cast by Court Mages or Grand Magisters, as well as between Shadow League members in the same realm.

Spell Cost Multiplier Duration Effect Notes
Spell Reflect 2x 3 hours Reflects the next war or black-op spell. 3 hour cooldown; Target will know who tried to cast the reflected spell
Arcane Ward 1.5x 6 hours +5% chance for hostile spells against the target to fail. 3 hour cooldown
Illumination 1.5x 6 hours +5% chance for hostile spy operations against the target to fail. 3 hour cooldown

Offensive Info Spells[edit]

Spell Cost Multiplier Effect Notes
Clear Sight 0.5x Shows the target dominion's status/advisor screen.
Vision 0.5x Shows the target dominion's researched techs.
Revelation 1x Shows spells currently affecting the target dominion.
Disclosure 0.5x Shows the target dominion's hero.

Offensive Duration Spells[edit]

Spell Cost Multiplier Duration Effect Notes
Plague 3x 8 hours -50% population growth. Non-war black op; war can extend duration
Insect Swarm 3x 8 hours -15% food production. Non-war black op; war can extend duration
Great Flood 3x 8 hours -25% boat production. Non-war black op; war can extend duration
Earthquake 3x 8 hours -5% gem production and -5% ore production. Non-war black op; war can extend duration

Offensive Damage Spells[edit]

Spell Cost Multiplier Effect Notes
Disband Spies 3.5x Turns 2% of the target's spies into draftees. War-only black op
Fireball 3x Kills 5% of unprotected peasants, destroys food, and contributes to Burning. War-only black op
Lightning Bolt 3.25x Damages Science, Keep, Forges, and Walls by 0.2% each and contributes to Lightning Storm. War-only black op
Cyclone 2x Deals wonder damage. Wonder spell

Vulnerability and Damage Scaling[edit]

As of Round 40, Fireball and Lightning Bolt now utilize the following effects:

  • Burning: status effect (spell). Increases Fireball damage by 100 %, applies Rejuvenation upon expiration. Grants immunity to Lightning Storm. Lasts for 20 hours, plus 1 hour for every four days from day 4 onwards. Extended by 18 hours in mutual war and when declaring war.
  • Lightning Storm: status effect (spell). Increases Lightning Bolt damage by 50 %, applies Rejuvenation upon expiration. Grants immunity to Burning. Lasts for 20 hours, plus 1 hour for every four days from day 4 onwards. Extended by 18 hours in mutual war and when declaring war.
  • Rejuvenation: status effect (spell) with 48 hour duration, increases population growth by 200%, reduces spell damage by 75%, immune to Burning and Lightning Storm, cancelled if target's realm declares war.

Burning or Lightning Storm will trigger once 20 Fireballs or Lightning Bolts respectively are cast on a target within a single tick, or up to 30 of the same spell within 24 ticks, while War is active. The time within the tick does not matter: a spell at 10:01 server is counted the same as a spell at 10:57 server.

Additionally, only a certain percentage of peasants, as well as Castle investments, are vulnerable to being attacked by Fireball and Lightning Bolt.

  • 50 % of a Dominion's Peasants are vulnerable to Fireball. Every Wizard - or 0.5 Archmage - protects 5 peasants from being burnt through Fireball. This increases to 20 peasants per Wizard per Wizard Guild, at a maximum of 6 Wizards per Wizard Guild.
  • 20 % of total Castle investments in Science, Keep, Forges, and Walls are vulnerable to Lightning Bolt. This amount (in numbers) is reduced by 10 % per 1 % Wizard Guilds, to a maximum of -50 %.

This is then further adjusted by the victim's Spires, multiplicative. For example: at 20000 peasants, 500 Wizards, no Wizard Guilds, and 10 % Spires, the amount of vulnerable peasants comes out to: (20000 * 0.5 - (500 * 6)) * 0.9 = 6300 vulnerable peasants. Similarly, a castle with 10 million investment points in Science, Keep, and Walls, and 1 % Wizard Guilds and 5 % Spires, would have 10000000 * 0.2 * 0.9 * 0.95 = 1710000 investment points vulnerable, down from 2 million baseline.

Both vulnerabilities can be reduced down by 80 % in total, meaning a maximally protected Dominion will have 10 % of their peasants still vulnerable (20 % of 50 % is 10 %) and 4 % of their relevant Castle investments (20 % of 20 %).

Energy Mirror does not reduce vulnerability, but does reduce damage. This effectively means it takes more spells for the casters to drop someone to their minimum amount of peasants or investments. Rejuvenation, the Wizard Academy Wonder, and the Weather Manipulation tech (Lightning Bolt only) also only reduce damage. This effect can stack up to 80 % reduced damage.

Disband Spies does not use the vulnerability mechanics and always does the same base amount (2 % of target's spies) of damage, adjusted by damage reduction. (I.e. Energy Mirror, Rejuvenation, etc.)

Racial Spells[edit]

Some races have access to one or more racial self-spells.

Spell Race Cost Multiplier Duration Effect Notes
Crusade Human 5x 12 hours +10% offensive power.
Favorable Terrain Nomad 5x 12 hours +1% offensive power for every 1% barren land, maximum +10%.
Miner's Sight Dwarf, Gnome 5x 12 hours +20% ore production and prevents ore-production damage.
Killing Rage Goblin 5x 12 hours +10% offensive power.
Alchemist Flame Firewalker 5x 12 hours +12 platinum production per Alchemy and +25 Forges points per Alchemy each hour.
Erosion Lizardfolk, Merfolk 2.5x 12 hours 25% of captured land is automatically rezoned into water.
Blizzard Icekin 5x 12 hours +15% defensive power.
Alchemist Frost Icekin 5x 12 hours +15% platinum production.
Mechanical Genius Gnome 5x 12 hours -30% rezoning cost.
Bloodrage Orc 5x 12 hours +10% offensive power and +10% offensive casualties.
Unholy Ghost Spirit 5x 12 hours Enemy draftees do not participate in battle.
Defensive Frenzy Halfling 5x 12 hours +20% defensive power.
Frenzy Halfling 2.5x 12 hours +20% spy power and -10% spy losses on failed operations.
Finders Keepers Halfling 2.5x 12 hours +10% theft gains, +10% theft chance, and theft costs 1% less strength.
Howling Kobold 5x 12 hours +10% offensive power and +10% defensive power.
Verdant Bloom Sylvan 5x 12 hours 35% of captured land is automatically rezoned into forest.
Warsong Sylvan 5x 12 hours +10% offensive power.
Regeneration Troll 5x 12 hours -30% combat casualties.
Feral Hunger Lycanthrope 5x 12 hours Werewolves convert enemy peasants into Werewolves, up to 1 per 16 sent.
Ascendance Dark Elf 5x 12 hours Surviving Swordsmen can upgrade into Spellblades at 8%.
Spellwright's Calling Dark Elf 5x 12 hours Wizard Guilds produce Spellblades and +5 raw mana per hour. Cannot be cast during protection
Gaia's Light Wood Elf 2.5x 12 hours +30% wizard power and -10% spy power; cancels Gaia's Shadow.
Gaia's Shadow Wood Elf 2.5x 12 hours +30% spy power and -10% wizard power; cancels Gaia's Light.
Death and Decay Undead 5x 6 hours Doubles food and lumber decay and converts 0.5% peasants into Skeletons each hour. 24 hour cooldown; Cannot be cast during protection
Feast of Blood Vampire 5x 12 hours Cancels Vampire immortality and lets Vampires convert enemy peasants, up to 1 per 10 sent.
Infernal Command Demon 5x 12 hours Infernal Imps gain +0.5 offense, Archdemons need no boats, and invasions apply Corruption.

WPA[edit]

The wizard ratio or Wizards Per Acre (WPA) is an important factor in the success of offensive spells. If your WPA is higher than that of your target, you are more likely to successfully cast spells on them. Each archmage counts as 2 wizards.

WPA = ((Wizards + (2 * Archmages))*(1 + [Wizard Power Bonus])) / Land

Wizard races (Sylvan and Dark Elf) naturally have higher wizard ratios because their defensive elite units count as partial wizards.

Because their elite offensive units rely on a high WPA, Icekin attackers must have a very high WPA.

For other races, a WPA of 0.3 to 0.6 is normally sufficient for info-ops, but results will vary depending on targets.

Wizard Strength[edit]

Wizard strength starts at 100% and decreases with every spell cast (including self-spells). Information ops decrease your wizard strength by 2% while self spells and offensive spells decrease your strength by 5%. Wizard strength refreshes by 4% every hour but this can be increased with Guilds, spy resilience, and techs. No spells may be cast if your wizard strength is below 30%.

Formula[edit]

The chance of success is determined through one of two formulas. See Formula page for details.

See Also[edit]