Realm of Karguun
A realm of kingdoms, one day at a time.

The Chronicle of Karguun · Chapter 8

The Mystic Arts

Wizards gather in your Guilds and cast spells with runes from your Towers. Spells on your own lands make your province stronger; spells on others scout them or weaken them. Every spell needs mana, which returns slowly each day.

Wizards, mana and runes

  • Wizards come from your Guilds: each Guild has a 2% chance a day of training one, more for a Mystic.
  • Mana returns by 3% of full each day. Every spell costs mana by its difficulty, and no spell can be cast below 10%.
  • Runes. Each spell costs runes: its multiplier times (85 + your acres ÷ 10). A Crystal Ball costs about 113 runes at the start of the age.

Casting on your own lands

How often a self spell succeeds depends on how many Guilds you have and your building efficiency; harder spells fail more often. A lasting spell runs for some days and can be cast again before it ends to extend it.

SpellEffectRunesWho may use it
Minor ProtectionOur defenders fight 5% more effectively.3.5×Everyone
Greater ProtectionA longer-lasting ward: our defenders fight 5% more effectively, on top of Minor Protection.4.5×Elf, Avian
FogArmies that attack us lose their way home for a couple of extra days.6×Elf, Faery, Undead
Magic ShieldHostile spells find our lands harder to touch.5×Everyone
Mystic AuraThe next hostile spell cast on us fails.6×Elf, Faery
Fertile LandsOur fields yield a quarter more food.5×Everyone
Nature's BlessingStorms and Drought cannot touch us, and the plague may lift as it is cast.6×Everyone
Love and PeaceOur people have more children.7×Everyone
Tree of GoldA windfall of gold, part of a day's income.8×Elf, Halfling
Quick FeetOur next army marches out and back faster.8×Human, Elf
Builders' BoonConstruction goes a little faster.10×Everyone
Inspire ArmyLower wages and faster training.11×Everyone
AnonymityOur next attack hides our province's name, though not our kingdom's. No honor is won.13×Human, Elf, Halfling
InvisibilityOur thieves work 10% more effectively.13.5×Everyone
Clear SightA one-in-four chance to catch any enemy thief.14×Elf, Faery
War SpoilsLand captured while it lasts comes home at once.14.5×Elf, Halfling, Undead
FanaticismOur army attacks harder but defends less well, and gains less.15×Everyone
Mind FocusResearch finishes sooner.15.5×Everyone
Town WatchOur peasants take up arms when we are attacked, at a heavy cost in lives.16×Elf, Avian
AggressionOur soldiers fight as attackers only: strong on the march, weak at home.16.5×Elf, Orc, Avian
Animate DeadIn the next defense, half of our fallen rise again as soldiers.17×Elf, Faery
Reflect MagicSome hostile spells rebound upon their caster.18×Human, Elf, Halfling
ShadowlightReveals who sends the next thieves against us.19×Everyone
PatriotismThe draft runs faster.20×Everyone
ParadiseWild land is tamed: a few new acres. Not during war.30×Everyone

Casting on others

A hostile spell succeeds by how many wizards you have per acre against the target's, and how hard the spell is. A failed spell costs a few of your wizards. Some spells may only be cast on kingdoms you are Unfriendly, Hostile or at war with.

SpellEffectRunesWho may use it
Crystal BallSee the target's throne as its ruler sees it.1×Everyone
Crystal EyeRead the target kingdom's Paper, this month and last.2×Everyone
StormsStorms batter the target and fewer children are born.8×Everyone
DroughtLess food, a slower draft, and horses die.10×Everyone
VerminVermin devour the target's stored food.12×Elf, Halfling
Expose ThievesThe target's thieves work less effectively.12×Everyone
GreedThe target's army demands higher wages and the draft costs more.13×Everyone
Fool's GoldPart of the target's gold turns to worthless dross.14×Elf, Faery
PitfallsThe target loses more troops in battle.15×Elf, Faery
FireballFire falls on the target's peasants.15×Everyone · needs Unfriendly relations
Lightning StrikeLightning destroys part of the target's runes.15.5×Everyone · needs Unfriendly relations
ExplosionsAid sent to or from the target is damaged.18×Everyone
AmnesiaThe target forgets some of its knowledge, most of it for a while.19×Elf, Faery · needs Unfriendly relations
NightmaresThe target's troops are haunted; some soldiers leave the army and some troops must retrain.22×Elf, Undead · needs Unfriendly relations
Mystic VortexA vortex tears away about half of the spells on the target, good and bad.23×Everyone · needs Unfriendly relations
Meteor ShowersMeteors fall on the target for days, killing peasants and soldiers.25×Elf, Faery, The Mystic · needs Unfriendly relations
TornadoesTornadoes tear down some of the target's buildings.25×Everyone · needs Unfriendly relations
Land LustSteal a little of the target's land. Only in hostility or war.35×Everyone · needs Hostile relations

Intelligence

  • Crystal Ball shows a province's Throne: its land, gold, food and army at home.
  • Every report your kingdom gathers is kept in the Scrying Ledger for everyone in the kingdom to read, with how old it is. The War Table reads it too.

Counsel

  • Keep Minor Protection up when you are a target, and Fertile Lands when food is short.
  • Keep some runes back: an unscouted attack is a gamble.