Magic will let your wizards cast a variety of spells, giving temporary bonuses, information or damaging your enemies.
Self-spells last for 12 hours and can't be cast on other dominions.
|Ares' Call||2.5x||+10% defensive power|
|Gaia's Watch||2x||+10% food production|
|Harmony||2.5x||+50% population growth rate||Vital during protection|
|Midas Touch||2.5x||+10% platinum production||Should be always active|
|Mining Strength||2x||+10% ore production|
|Fools Gold||5x||Prevents platinum theft for 10 hours. Can only be cast once every 20 hours.|
|Surreal Perception||3x||Reveals the name of dominions performing black-ops and theft on you.|
|Energy Mirror||4x||All successful spells cast at your Dominion have a 20% chance of being reflected back to the caster.|
|Clear Sight||0.5x||Gives you an overview of the target dominion in the form of their Status screen.|
|Revelation||1.2x||Shows spells currently affecting the target dominion.|
|Clairvoyance||1.2x||Reveals the target's realm's Town Crier.|
|Vision||0.5x||Reveals the target dominion's techs and heroes, if any.|
|Disclosure||1.2x||If the target dominion's realm owns a wonder, its HP will be disclosed.||Not yet implemented.|
|Plague||2.7x||Slows population growth rate by 50% (inverse of Harmony).||This is a non-war black op.|
|Insect Swarm||3x||Slows food production by 15%.||This is a non-war black op.|
|Great Flood||3x||Slows boat production by 50%.||This is a non-war black op.|
|Earthquake||3x||Slows ore and gem production by 5%.||This is a non-war black op.|
|Fireball||3.3x||Kills peasants and destroys food.||This is a war-only black op.|
|Lightning Bolt||4x||Damages castle by destroying resources invested.||This is a war-only black op.|
|Disband Spies||4.3x||Turns 1.5% of the target's spies into draftees.||This is a war-only black op.|
Each race has access to one racial spell. All spells have a 5x cost multiplier.
|Alchemist's Flame||Firewalker||Increases alchemy production by 15 platinum|
|Blizzard||Icekin||+15% defensive power||Not cumulative with Ares' Call|
|Bloodrage||Orc||+10 % offensive power, +10 % offensive casualties|
|Crusade||Human and Nomad||+5% offensive power, allows you to kill Spirit and Undead units|
|Defensive Frenzy||Halfling||+20% defensive power||Not cumulative with Ares' Call|
|Erosion||Lizardfolk and Merfolk||20% of captured land automatically re-zoned into water|
|Gaia's Blessing||Wood Elf||+20 % food production and +10 % lumber production||Not cumulative with Gaia's Watch|
|Howling||Kobold||+10 % offensive power and +10 % defensive power||Not cumulative with Ares' Call|
|Killing Rage||Goblin||+10% offensive power|
|Mechanical Genius||Gnome||-30% re-zoning costs|
|Miner's Sight||Dwarf||+20% ore production||Not cumulative with Mining Strength|
|Nightfall||Nox||+5 % offensive power|
|Parasitic Hunger||Lycanthrope, Spirit and Undead||+50 % conversion rate|
|Regeneration||Troll||Reduces combat losses by 25%|
|Unholy Ghost||Dark Elf||Enemy draftees do not participate in battle|
|Warsong||Sylvan||+10% offensive power|
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.
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 usually sufficient for info-ops.
Wizard strength is also an important part of successfully casting offensive spells. It 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 by 5%. Wizard strength refreshes by 4% every hour but this can be increased with Wizard Guilds and techs. No spells may be cast if your wizard strength is below 30%, however strength will recover an additional 1% each hour when below 30%.
The chance of success is determined through one of two formulas. See Ops Formula.