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.
| Spell | Effect | Runes | Who may use it |
|---|---|---|---|
| Minor Protection | Our defenders fight 5% more effectively. | 3.5× | Everyone |
| Greater Protection | A longer-lasting ward: our defenders fight 5% more effectively, on top of Minor Protection. | 4.5× | Elf, Avian |
| Fog | Armies that attack us lose their way home for a couple of extra days. | 6× | Elf, Faery, Undead |
| Magic Shield | Hostile spells find our lands harder to touch. | 5× | Everyone |
| Mystic Aura | The next hostile spell cast on us fails. | 6× | Elf, Faery |
| Fertile Lands | Our fields yield a quarter more food. | 5× | Everyone |
| Nature's Blessing | Storms and Drought cannot touch us, and the plague may lift as it is cast. | 6× | Everyone |
| Love and Peace | Our people have more children. | 7× | Everyone |
| Tree of Gold | A windfall of gold, part of a day's income. | 8× | Elf, Halfling |
| Quick Feet | Our next army marches out and back faster. | 8× | Human, Elf |
| Builders' Boon | Construction goes a little faster. | 10× | Everyone |
| Inspire Army | Lower wages and faster training. | 11× | Everyone |
| Anonymity | Our next attack hides our province's name, though not our kingdom's. No honor is won. | 13× | Human, Elf, Halfling |
| Invisibility | Our thieves work 10% more effectively. | 13.5× | Everyone |
| Clear Sight | A one-in-four chance to catch any enemy thief. | 14× | Elf, Faery |
| War Spoils | Land captured while it lasts comes home at once. | 14.5× | Elf, Halfling, Undead |
| Fanaticism | Our army attacks harder but defends less well, and gains less. | 15× | Everyone |
| Mind Focus | Research finishes sooner. | 15.5× | Everyone |
| Town Watch | Our peasants take up arms when we are attacked, at a heavy cost in lives. | 16× | Elf, Avian |
| Aggression | Our soldiers fight as attackers only: strong on the march, weak at home. | 16.5× | Elf, Orc, Avian |
| Animate Dead | In the next defense, half of our fallen rise again as soldiers. | 17× | Elf, Faery |
| Reflect Magic | Some hostile spells rebound upon their caster. | 18× | Human, Elf, Halfling |
| Shadowlight | Reveals who sends the next thieves against us. | 19× | Everyone |
| Patriotism | The draft runs faster. | 20× | Everyone |
| Paradise | Wild 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.
| Spell | Effect | Runes | Who may use it |
|---|---|---|---|
| Crystal Ball | See the target's throne as its ruler sees it. | 1× | Everyone |
| Crystal Eye | Read the target kingdom's Paper, this month and last. | 2× | Everyone |
| Storms | Storms batter the target and fewer children are born. | 8× | Everyone |
| Drought | Less food, a slower draft, and horses die. | 10× | Everyone |
| Vermin | Vermin devour the target's stored food. | 12× | Elf, Halfling |
| Expose Thieves | The target's thieves work less effectively. | 12× | Everyone |
| Greed | The target's army demands higher wages and the draft costs more. | 13× | Everyone |
| Fool's Gold | Part of the target's gold turns to worthless dross. | 14× | Elf, Faery |
| Pitfalls | The target loses more troops in battle. | 15× | Elf, Faery |
| Fireball | Fire falls on the target's peasants. | 15× | Everyone · needs Unfriendly relations |
| Lightning Strike | Lightning destroys part of the target's runes. | 15.5× | Everyone · needs Unfriendly relations |
| Explosions | Aid sent to or from the target is damaged. | 18× | Everyone |
| Amnesia | The target forgets some of its knowledge, most of it for a while. | 19× | Elf, Faery · needs Unfriendly relations |
| Nightmares | The target's troops are haunted; some soldiers leave the army and some troops must retrain. | 22× | Elf, Undead · needs Unfriendly relations |
| Mystic Vortex | A vortex tears away about half of the spells on the target, good and bad. | 23× | Everyone · needs Unfriendly relations |
| Meteor Showers | Meteors fall on the target for days, killing peasants and soldiers. | 25× | Elf, Faery, The Mystic · needs Unfriendly relations |
| Tornadoes | Tornadoes tear down some of the target's buildings. | 25× | Everyone · needs Unfriendly relations |
| Land Lust | Steal 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.