Magic
Magic is information and tempo — seeing, slowing, holding — never a second army. The Mage Tower's levels →
Every figure here is at a world's normal pace, speed 1. A faster world scales them: at speed 2 every time halves and every rate doubles.
Mana
A Mage Tower makes mana: 12 an hour at level 1, ×1.19 each level after, from every tower you hold. The store holds 48 hours of it, one hour more a Magic level (576 for one level-1 tower); a full store is the only waste. Magic science adds +25 % a level to the mana and to every force's magic.
Casting and resisting
Every body counts toward a force's magic — its units' magic summed, which resists the spells cast on it — but only a caster, a unit of 30 magic or more, casts. A city casts 2 hexes plus one a Tower level; an army with a caster in it, 3 hexes. A spell's price grows with what it touches and with the target's magic against yours, never under its minimum; there are no cooldowns — mana is the limit.
The spells
| Spell | Magic | On | What it does | Mana |
|---|---|---|---|---|
| Arcane Eye | 1 | an enemy army, an enemy city | The exact count and composition of one army or garrison you can see. | 5 a body, at least 200 |
| Farsight | 1 | a hex | Reveals two hexes around a spot for 12 h. | 5 a body, at least 200 |
| Haste | 2 | your army | An army of yours or an ally's marches a quarter faster for 12 h. | 6 a body, at least 3,000 |
| Slow | 2 | an enemy army | An enemy army marches at half pace for 12 h. | 13 a body, at least 600 |
| Dispel | 2 | your army, your city, an enemy army, an enemy city | Ends the strongest effect on a target — a curse on yours, a buff on theirs — against its caster's power. | 9 a body, at least 400 |
| Ward | 3 | your army, your city | An army or city of yours or an ally's resists magic at twice its strength for 24 h. | 6 a body, 200 a Keep level, at least 2,000 |
| Freeze | 4 | an enemy army | Holds an enemy army where it stands for 2 + Magic hours; its march goes on after. | 32 a body, at least 4,000 |
| Breach | 5 | an enemy city | The walls count as nothing and the gates stand open for 2 × Magic hours — siege works by magic. | 1,300 a Keep level, at least 4,000 |
Magic is the caster's science level a spell needs. “Your” army or city is yours or a guildmate's.