Magic

From The OpenDominion Encyclopedia
Jump to navigation Jump to search

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. The cost of each spell is based on a multiplier of your land size.

Self Spells[edit]

Self-spells last for 12 hours and can't be cast on other dominions.

Spell Cost Multiplier Effect Notes
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 24 hours.
Surreal Perception 4x Reveals the name of dominions performing black-ops on you.

Offensive Spells[edit]

Spell Cost Multiplier Effect Notes
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. Not yet implemented.
Disclosure 1.2x If the target dominion's realm owns a wonder, its HP will be disclosed. Not yet implemented.

Racial Spells[edit]

Each race has access to one racial spell. All spells have a 5x cost multiplier.

Spell Race Effect Notes
Alchemist Flame Firewalker Increases alchemy production by 15 platinum
Blizzard Icekin +15% defensive power Not cumulative with Ares' Call
Crusade Human and Nomad +5% offensive power
Defensive Frenzy Halfling +20% defensive power Not cumulative with Ares' Call
Erosion Lizardfolk 20% of captured land automatically re-zoned into water
Killing Rage Goblin +10% offensive power
Mechanical Genius Gnome 30% reduction of re-zoning costs Additive with factories, max 75% reduction
Miner's Sight Dwarf +20% ore production Not cumulative with Mining Strength
Regeneration Troll Reduces combat losses by 25%
Unholy Ghost Dark Elf Enemy draftees do not participate in battle
Warsong Sylvan +10% offensive power

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.

Wizard races (Sylvan and Dark Elf) have very high WPAs because their elite units count as wizards.

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

For other races, an WPA of 0.3 to 0.6 is usually sufficient for info-ops.

Wizard Strength[edit]

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).

Wizard strength refreshes by 5% every hour.

Formula[edit]

The chance of success is determined through one of two formula. See Ops Formula.

See Also[edit]