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Step by Step Guide to Using Illy Magic

Printed From: Illyriad
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URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=2456
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Topic: Step by Step Guide to Using Illy Magic
Posted By: Mara Zira
Subject: Step by Step Guide to Using Illy Magic
Date Posted: 24 Sep 2011 at 23:19
The Basics
There are currently 3 schools of magic on Illyriad: Blights, Geomancy, and Runes. There are plans to add at least 2 more schools in the future (maybe as many as 10 magic schools--but you'll be able to study only 5). This is why the research tree allows you to do research to learn 5 different magic schools even though there are only 3 schools available right now.

(Note: When more than 5 magic schools are released, players will be given Prestige to allow them to unlearn some schools they currently have.)


Research and Buildings Needed
Step 1: Click on an empty plot in your city and build a library.

Step 2: When you have enough research points available, move your mouse over the green Research button on the menu, then select the "Available to Research" side button. Research Arcana.

Step 3: When your Arcana research is finished, click on an empty plot in your city and build a Mage Tower.

Step 4: As you upgrade your Mage Tower, additional spells will become available for research. Once you've researched a spell, you can cast that spell from the city that researched it.

Arcana (Mage Tower level 1 needed) allows you to learn one school of magic. Researching Principia Magica (Mage Tower level 5 needed) allows you to choose an additional school of magic to learn. Researching Incunabula (Mage Tower level 10 needed) allows you to learn a third school of magic. Though currently useless, researching Ars Magica (Mage Tower level 15 needed) allows you to learn a fourth school of magic and researching Apocrypha (Mage Tower level 20 needed) allows you to learn a fifth school of magic

So which magic school should you study first? Probably the Runes school, followed by the Geomancy school, and then the Blights school. The "kill" rune spells provide new players with protection against both armies and thieves. The "fear" rune spells aren't very effective, so experienced players generally recommend you don't use them. Once you start to build your army, you many wish to change to using the "seeking" rune spells to protect against thieves or other enemy diplomatic units.


More Basics
You can have only one spell from each magic school cast upon one city at a time. So you can have only one Rune spell on your city. You can have only one geomancy spell on your city, but you can cast geomancy spells from that city on many other cities as long as the target city has no other geomancy spells cast on it. You can cast a geomancy spell on any city as long as it is within the spell's range. There can be only one blight spell cast on a city at a time. So you can either use one ongoing "until cancelled" blight on a city or you (or several players) can cast instant blights on the same enemy town (assuming it's in range).


Using Magic

Step 1: Click on the Magic Overview menu button. This page shows you the recent magic activity (spells cast, spells overcome, etc.) that this town was involved in.

If there is a green or blue number above the Magic Overview button, then there is an active spell on or cast from this town. A green number tells you the number of ongoing spells that were cast from this town and a blue number tells you how many ongoing spells have been cast on your city by another town.



Step 2: Click on the Current Active Spells side button. This page shows hostile spells cast by you, hostile spells cast on you, friendly spells cast by you, and friendly spells cast by you. If there are active spells, the spell name, spell school, number of charges left (for rune spells) or duration, and upkeep costs are listed in a line for each active spell. If there is an active spell on or from this town, you can click on the spell name line to see more information about the spell. This opens up more information about the spell and allows you to cancel, dispel, or identify the magic.

For defensive spells (Runes and Geomancy), you are told who cast the spell and from which town and on which player and town the spell was cast. For ongoing blight spells, you may use the Identify Magic option (if you have researched Identify Caster) to learn who cast the spell and from which town.

If you cast the spell, you have the option to cancel it. "Until cancelled" spells will run until you cancel them or until a stronger spell of the same school is cast on your town. Rune spells last until cancelled or until the number of charges is used up. A charge is used up for each army or diplomatic unit of the type targeted by the spell that the spell has destroyed.

If the spell was cast on you by someone else, you can cast a stronger spell of the same school on yourself from one of your own cities. You do this by adding mana to the "Additional Mana spend To Increase Power" line when casting the spell. The_Dude recommends doing this instead of Dispel Magic to get rid of enemy blight spells because it takes less mana. (See his post: http://thedude.forumotion.com/t3-blocking-unwanted-blights" rel="nofollow - Blocking Unwanted Blights .) The spell's power can be determined by the "Original Casters' Spell Power" line or the "Mana Required" line.

However, if you have Dispel Magic researched, you can also use the Dispel Magic button to remove the spell. To do the Dispel Magic, you will need to use the amount of mana and books listed on the Dispel Magic option for that spell.


Casting Spells
Step 1: To cast a spell on your own town, click on the Cast Spell side button on the Magic menu button. To cast a spell on another town, click on that town in the World Map or click on a Player's name, click on View Towns, and the click on the desired town. Click on the Cast Spell option. The spells that you have researched that can be cast on the town will be listed. (If the town is out of the range of your spell, it will say so under the spell were the Prepare Spell button usually is.)

Step 2: Click on the name of the spell you wish to cast. Make sure you have the resources needed to cast the spell and to maintain it if it's an ongoing spell. The range of the spell is listed under Maximum Range. If the target city is further away than this distance, you can't cast the spell. The total spell power is listed on the last line of the Total Spell Power box. Adding additional mana will help you overcome an existing spell on the city or will make it harder for the target city to remove the spell, but it does not change the range or increase the effect of the spell. Usually you only add mana to ongoing blight spells.

Step 3: Click on Prepare Spell. You will be shown the spell page again, but with its final values. These values are the same as on the previous page unless you added mana to the spell. If you change your mind about casting the spell or didn't add enough mana to make your spell stronger than a current one, you can click on different menu button to leave without casting the spell. No resources are lost by doing this.

If you wish to cast the spell, click on Cast Spell. The spell will go into effect or fail. If successful and it's an ongoing spell, you can view the spell under the Active Spells side button. You will receive a system message in your game mail telling you that the spell worked (or didn't).

For example:

Gift of Nourishment takes effect at New Settlement
Sent By: System
Received By: You
Date: 9/20/2011 11:14:09 PM

New Settlement's farmers report that excellent conditions for a bumper harvest have taken hold, and they are producing noticably more food.

or

Spell failed!
Sent By: System
Received By: You
Date: 9/20/2011 11:22:50 PM

Your mages from New Settlement began casting Gift of Nourishment when they sensed that a conflicting spell was already in operation on your target. They tried their hardest, but the opposing spell proved too powerful to overcome - and this particular spellcasting attempt has fizzled.

or

Spell overcome
Sent By: System
Received By: You
Date: 9/20/2011 11:14:09 PM

Your skilled mages from New Settlement began casting Gift of Nourishment when they sensed that a conflicting spell was already in operation on your target. However, their sheer force of will and superior training in the Arcane Arts prevailed, and your spell took effect. The conflicting spell has been dissipated.


Magic Cast On You
If magic is cast on you, you will receive a message in your game mail telling you what happened. If you already have a spell of that type going, it will tell you if your magic held or was overcome. Some sample mails:

Zashlak's Earthly Entropy takes effect at New Settlement
Sent By: System
Received By: You
Received: 16 Sep 2011 09:00

A perplexed quartermaster informs you that a strange noise was heard in the storehouse. On investigation it appears that some of the city's Stone and Clay reserves have turned to dust. 9668 Stone and 5038 Clay were lost.

or

Ward of Intentions triggered during mission to New Settlement
Sent By: System
Received By: You
Received: 20 Sep 2011 18:16

Your diplomatic mission was approaching the gates, but - as they closed on the city - a mighty roar and a flash of mystic light burst forth the gates. When the smoke cleared a number of your units lay scorched and lifeless on the ground.

Units slain or damaged:
30 Assassins

or

Spell dissipated
Sent By: System
Received By: You
Date: 9/20/2011 11:14:09 PM

Your mages sensed a disturbance in the mystic energies supporting their Gift of Nourishment spell operating on the town New Settlement. Despite their attempts to maintain the magic, the new spell proved too powerful, and your existing spell has been dissipated.

or

Spell repelled!
Sent By: System
Received By: You
Date: 9/20/2011 11:22:50 PM

Your mages sensed a disturbance in the mystic energies supporting their Gift of Nourishment spell operating on the town New Settlement. Having succesfully repelled the spell, the senior mage traced the Arcane forces back - only to discover that the interloping spell was being cast by other mages under your rule.

The exhausted and frustrated senior mage strongly recommends that you should cancel unwanted and conflicting spells before trying to cast over the top of them.


Advanced Buildings
There are also 2 (with more upcoming) advanced, magic-related buildings that will modify the effect of your spells.

Runemasters Grounding
If you have a level 12 Mage Tower and have researched Arcana, Principia Magica, Incunabula and Runeweaving, you can build one or more Runemasters Grounding buildings. This building will increase the number of rune charges by 5% per level of the building. So a Ward of Destruction will kill 500 hostile units instead of 250 hostile units if you have one
Runemasters Grounding building at level 20. If you have two Runemasters Grounding buildings at level 20, then the Ward of Destruction will kill 625 hostile units.

Geomancers Retreat
If you have a level 16 Mage Tower and have researched Arcana, Principia Magica, Incunabula, Ars Magica and Geomantic Potency, you can build one or more Geomancers Retreat buildings. This building will increase the effect of a geomancy spell by 5% per level of the building. So a Nature's Bounty spell will boost your food production by 16%  instead of 8% if you have one Geomancers Retreat building at level 20. If you have two Geomancers Retreat buildings at level 20, then the Nature's Bounty spell will boost your food production by 20%.


Spell Listings



RUNES  (Defensive)

Mark of Fear
Needed: Mage Tower level 1; Runes research
Affect: frightens off 10 hostile units (army & diplo, but not Scouts & Spies). If the force arriving at your city is larger than 10 units, the spell has no affect.
Target: Current City
Cast Time: Instant
Duration: Until All Charges Used
Cooldown: 3 hour wait after spell charges used up or spell is cancelled before you can cast another rune spell
Casting Cost: 10 iron 30 mana 1 book
Maximum Range: 0 - casting city only
Upkeep: none

Rune of Terror
Needed: Mage Tower level 5; Runes and Mark of Fear research
Affect: frightens off 30 hostile units (army & diplo, but not Scouts & Spies). If the force arriving at your city is larger than 30 units, the spell has no affect.
Target: Current City
Cast Time: Instant
Duration: Until All Charges Used
Cooldown: 6 hour wait after spell charges used up or spell is cancelled before you can cast another rune spell
Casting Cost: 5 clay 50 iron 150 mana 1 book
Maximum Range: 0 - casting city only
Upkeep: none

Glyph of Horror
Needed: Mage Tower level 9; Runes, Mark of Fear, and Rune of Terror research
Affect: frightens off 75 hostile units (army & diplo, but not Scouts & Spies). If the force arriving at your city is larger than 75 units, the spell has no affect.
Target: Current City
Cast Time: Instant
Duration: Until All Charges Used
Cooldown: 9 hour wait after spell charges used up or spell is cancelled before you can cast another rune spell
Casting Cost: 10 wood 200 clay 350 iron 750 mana 2 book
Maximum Range: 0 - casting city only
Upkeep: 5 mana per hour

Ward of Insanity
Needed: Mage Tower level 13; Runes, Mark of Fear, Rune of Terror, and Glyph of Horror research
Affect: frightens off 300 hostile units (army & diplo, but not Scouts & Spies). If the force arriving at your city is larger than 300 units, the spell has no affect.
Target: Current City
Cast Time: Instant
Duration: Until All Charges Used
Cooldown: 12 hour wait after spell charges used up or spell is cancelled before you can cast another rune spell
Casting Cost: 100 wood 300 clay 500 iron 100 stone 1250 mana 3 book
Maximum Range: 0 - casting city only
Upkeep: 15 mana per hour

Mark of Slaying
Needed: Mage Tower level 3; Runes research
Affect: kills 5 hostile army or diplomatic units (but not Scouts & Spies)
Target: Current City
Cast Time: Instant
Duration: Until All Charges Used
Cooldown: 3 hour wait after spell charges used up or spell is cancelled before you can cast another rune spell
Casting Cost: 30 wood 50 clay 50 stone 75 mana 1 book 1 livestock
Maximum Range: 0 - casting city only
Upkeep: none

Death Rune
Needed: Mage Tower level 7; Runes and Mark of Slaying research
Affect: kills 20 hostile army or diplomatic units (but not Scouts & Spies)
Target: Current City
Cast Time: Instant
Duration: Until All Charges Used
Cooldown: 6 hour wait after spell charges used up or spell is cancelled before you can cast another rune spell
Casting Cost: 60 wood 150 clay 150 stone 450 mana 2 book 2 livestock
Maximum Range: 0 - casting city only
Upkeep: 2 mana per hour

Kiling Glyph
Needed: Mage Tower level 11; Runes, Mark of Slaying, and Death Rune research
Affect: kills 75 hostile army or diplomatic units (but not Scouts & Spies)
Target: Current City
Cast Time: Instant
Duration: Until All Charges Used
Cooldown: 13 hour 20 minutes wait after spell charges used up or spell is cancelled before you can cast another rune spell
Casting Cost: 150 wood 450 clay 300 iron 500 stone 1000 mana 3 book 3 livestock
Maximum Range: 0 - casting city only
Upkeep: 10 mana per hour

Ward of Destruction
Needed: Mage Tower level 15; Runes, Mark of Slaying, Death Rune, and Killing Glyph research
Affect: kills 250 hostile army or diplomatic units (but not Scouts & Spies)
Target: Current City
Cast Time: Instant
Duration: Until All Charges Used
Cooldown: 16 hour wait after spell charges used up or spell is cancelled before you can cast another rune spell
Casting Cost: 300 wood 500 clay 400 iron 750 stone 1600 mana 4 book 4 livestock
Maximum Range: 0 - casting city only
Upkeep: 20 mana per hour

Mark of Seeking
Needed: Mage Tower level 2; Runes research
Affect: kills 12 of the targeted diplomat type (scouts, spies, thieves, saboteurs, or assassins). (Choose the type of diplomat to target when casting the spell.)
Target: Current City
Cast Time: Instant
Duration: Until All Charges Used
Cooldown: 4 hour wait after spell charges used up or spell is cancelled before you can cast another rune spell
Casting Cost: 50 wood 75 clay 20 iron 75 stone 150 mana 1 book 1 livestock
Maximum Range: 0 - casting city only
Upkeep: 5 mana per hour

Seeking Rune
Needed: Mage Tower level 6; Runes and Mark of Seeking research
Affect: kills 40 of the targeted diplomat type (scouts, spies, thieves, saboteurs, or assassins). (Choose the type of diplomat to target when casting the spell.)
Target: Current City
Cast Time: Instant
Duration: Until All Charges Used
Cooldown: 6 hour wait after spell charges used up or spell is cancelled before you can cast another rune spell
Casting Cost: 100 wood 350 clay 50 iron 100 stone 750 mana 2 book 1 livestock
Maximum Range: 0 - casting city only
Upkeep: 12 mana per hour

Seeking Glyph
Needed: Mage Tower level 10; Runes, Mark of Seeking, and Seeking Rune research
Affect: kills 130 of the targeted diplomat type (scouts, spies, thieves, saboteurs, or assassins). (Choose the type of diplomat to target when casting the spell.)
Target: Current City
Cast Time: Instant
Duration: Until All Charges Used
Cooldown: 14 hour wait after spell charges used up or spell is cancelled before you can cast another rune spell
Casting Cost: 200 wood 600 clay 200 iron 350 stone 1750 mana 3 book 2 livestock
Maximum Range: 0 - casting city only
Upkeep: 25 mana per hour

Ward of Intentions
Needed: Mage Tower level 14; Runes, Mark of Seeking, Seeking Rune, and Seeking Glyph research
Affect: kills 400 of the targeted diplomat type (scouts, spies, thieves, saboteurs, or assassins). (Choose the type of diplomat to target when casting the spell.)
Target: Current City
Cast Time: Instant
Duration: Until All Charges Used
Cooldown: 22 hour wait after spell charges used up or spell is cancelled before you can cast another rune spell
Casting Cost: 300 wood 800 clay 400 iron 1000 stone 2500 mana 4 book 2 livestock
Maximum Range: 0 - casting city only
Upkeep: 40 mana per hour


GEOMANCY  (Defensive, also known as "buffs")

Spirit of Earth
Needed: Mage Tower level 1; Geomancy research
Affect: +3% Clay Production to this city
Target: Current City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: No wait to recast
Casting Cost: 100 clay 25 mana 1 book
Maximum Range: 0 - casting city only
Upkeep: 5 mana per hour

Gift of Earth
Needed: Mage Tower level 6; Geomancy and Spirit of Earth research
Affect: +5% Clay Production in another city
Target: Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: No wait to recast
Casting Cost: 250 clay 250 mana 2 books 1 livestock
Maximum Range: 1500 squares distance
Upkeep: 20 mana per hour

Nature's Earth
Needed: Mage Tower level 11; Geomancy, Spirit of Earth, and Gift of Earth research
Affect: +8% Clay Production in any city
Target: Current or Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: No wait to recast
Casting Cost: 500 clay 750 mana 4 books 2 livestock
Maximum Range: 100 squares distance
Upkeep: 75 mana per hour

Spirit of Wood
Needed: Mage Tower level 2; Geomancy research
Affect: +3% Wood Production to this city
Target: Current City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: No wait to recast
Casting Cost: 100 wood 50 mana 1 book
Maximum Range: 0 - casting city only
Upkeep: 7 mana per hour

Gift of Wood
Needed: Mage Tower level 7; Geomancy and Spirit of Wood research
Affect: +5% Wood Production in another city
Target: Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: No wait to recast
Casting Cost: 250 wood 300 mana 2 books 1 livestock
Maximum Range: 1500 squares distance
Upkeep: 25 mana per hour

Nature's Forest
Needed: Mage Tower level 12; Geomancy, Spirit of Wood, and Gift of Wood research
Affect: +8% Wood Production in any city
Target: Current or Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: No wait to recast
Casting Cost: 500 wood 850 mana 4 books 2 cattle
Maximum Range: 100 squares distance
Upkeep: 85 mana per hour

Spirit of Stone
Needed: Mage Tower level 3; Geomancy research
Affect: +3% Stone Production to this city
Target: Current City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: No wait to recast
Casting Cost: 100 stone 75 mana 1 book
Maximum Range: 0 - casting city only
Upkeep: 9 mana per hour

Gift of Stone
Needed: Mage Tower level 8; Geomancy and Spirit of Stone research
Affect: +5% Stone Production in another city
Target: Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: No wait to recast
Casting Cost: 250 stone 350 mana 2 books 1 livestock
Maximum Range: 1500 squares distance
Upkeep: 30 mana per hour

Nature's Quarry
Needed: Mage Tower level 13; Geomancy, Spirit of Stone, and Gift of Stone research
Affect: +8% Stone Production in any city
Target: Current or Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: No wait to recast
Casting Cost: 500 stone 950 mana 4 books 2 cattle
Maximum Range: 100 squares distance
Upkeep: 95 mana

Spirit of Iron
Needed: Mage Tower level 4; Geomancy research
Affect: +3% Iron Production to this city
Target: Current City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: No wait to recast
Casting Cost: 100 iron 100 mana 1 book
Maximum Range: 0 - casting city only
Upkeep: 11 mana per hour

Gift of Iron
Needed: Mage Tower level 9; Geomancy and Spirit of Iron research
Affect: +5% Iron Production in another city
Target: Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: No wait to recast
Casting Cost: 250 iron 400 mana 2 book 1 livestock
Maximum Range: 1500 squares distance
Upkeep: 35 mana per hour

Nature's Mine
Needed: Mage Tower level 14; Geomancy, Spirit of Iron, and Gift of Iron research
Affect: +8% Iron Production in any city
Target: Current or Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: No wait to recast
Casting Cost: 500 iron 1050 mana 4 books 2 cattle
Maximum Range: 100 squares distance
Upkeep: 105 mana per hour

Spirit of Nourishment
Needed: Mage Tower level 5; Geomancy research
Affect: +3% Food Production to this city
Target: Current City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: No wait to recast
Casting Cost: 100 food 125 mana 1 book
Maximum Range: 0 - casting city only
Upkeep: 13 mana per hour

Gift of Nourishment
Needed: Mage Tower level 10; Geomancy and Spirit of Nourishment research
Affect: +5% Food Production in another city
Target: Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: No wait to recast
Casting Cost: 250 food 450 mana 2 books 1 livestock
Maximum Range: 1500 squares distance
Upkeep: 40 mana per hour

Nature's Bounty
Needed: Mage Tower level 15; Geomancy, Spirit of Nourishment, and Gift of Nourishment research
Affect: +8% Food Production in any city
Target: Current or Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: No wait to recast
Casting Cost: 500 food 1150 mana 4 books 2 livestock
Maximum Range: 100 squares distance
Upkeep: 115 mana per hour


BLIGHTS  (Offensive)

Persistent Rain
Needed: Mage Tower level 1; Blights research
Affect: -3% Clay Production at this city
Target: Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: 1 hour wait period after spell is cancelled or overcome before you can cast another blight spell
Casting Cost: 150 clay 30 mana 1 book
Maximum Range: 50 squares distance
Upkeep: 10 mana per hour

Torrential Rains
Needed: Mage Tower level 6; Blights and Persistent Rain research
Affect: -6% Clay Production at this city
Target: Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: 3 hour wait period after spell is cancelled or overcome before you can cast another blight spell
Casting Cost: 250 clay 120 mana 2 books 1 livestock
Maximum Range: 100 squares distance
Upkeep: 40 mana per hour

Plague of Locusts
Needed: Mage Tower level 11; Blights, Persistent Rain, and Torrential Rains research
Affect: Destroys a portion of food, livestock and horses at this city
Target: Other City
Cast Time: Instant
Duration: Instant
Cooldown: 8 hour wait period after casting before you can cast another blight spell
Casting Cost: 300 food 750 mana 3 books 3 livestock
Maximum Range: 150 squares distance
Upkeep: none

Rotten Timber
Needed: Mage Tower level 2; Blights research
Affect: -3% Wood Production at this city
Target: Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: 1 hour wait period after spell is cancelled or overcome before you can cast another blight spell
Casting Cost: 150 wood 40 mana 1 book
Maximum Range: 50 squares distance
Upkeep: 12 mana per hour

Forest Blight
Needed: Mage Tower level 7; Blights and Rotten Timber research
Affect: -6% Wood Production at this city
Target: Other City
Cast Time: Instant
Duration: Until Canceled
Cooldown: 3 hour wait period after spell is cancelled or overcome before you can cast another blight spell
Casting Cost: 250 wood 150 mana 2 books 1 livestock
Maximum Range: 100 squares distance
Upkeep: 45 mana per hour

Minor Tremor
Needed: Mage Tower level 3; Blights research
Affect: -3% Stone Production at this city
Target: Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: 1 hour wait period after spell is cancelled or overcome before you can cast another blight spell
Casting Cost: 150 stone 50 mana 1 book
Maximum Range: 50 squares distance
Upkeep: 14 mana per hour

Major Tremor
Needed: Mage Tower level 8; Blights and Minor Tremor research
Affect: -6% Stone Production at this city
Target: Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: 3 hour wait period after spell is cancelled or overcome before you can cast another blight spell
Casting Cost: 250 stone 180 mana 2 book 1 livestock
Maximum Range: 100 squares distance
Upkeep: 50 mana per hour

Zashlak's Earthly Entropy
Needed: Mage Tower level 13; Blights, Minor Tremor, and Major Tremor research
Affect: Destroys a portion of stone and clay at this city
Target: Other City
Cast Time: Instant
Duration: Instant
Cooldown: 8 hour wait period after casting before you can cast another blight spell
Casting Cost: 200 clay 200 stone 950 mana 3 books 3 livestock
Maximum Range: 175 squares distance
Upkeep: none

Increased Oxidation
Needed: Mage Tower level 4; Blights research
Affect: -3% Iron Production at this city
Target: Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: 1 hour wait period after spell is cancelled or overcome before you can cast another blight spell
Casting Cost: 150 iron 60 mana 1 book
Maximum Range: 50 squares distance
Upkeep: 16 mana per hour

Rapid Oxidation
Needed: Mage Tower level 9; Blights and Increased Oxidation research
Affect: -6% Iron Production at this city
Target: Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: 3 hour wait period after spell is cancelled or overcome before you can cast another blight spell
Casting Cost: 250 iron 210 mana 2 books 1 livestock
Maximum Range: 100 squares distance
Upkeep: 55 mana per hour

Tenaril's Pungent Solvent
Needed: Mage Tower level 12; Blights, Increased Oxidation, and Rapid Oxidation research
Affect: Destroys a portion of iron and swords at this city
Target: Other City
Cast Time: Instant
Duration: Instant
Cooldown: 8 hour wait period after casting before you can cast another blight spell
Casting Cost: 300 iron 850 mana 3 books 3 livestock
Maximum Range: 150 squares distance
Upkeep: none

Ground Chill
Needed: Mage Tower level 5; Blights research
Affect: -3% Food Production at this city
Target: Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: 1 hour wait period after casting before you can cast another blight spell
Casting Cost: 150 food 70 mana 1 book
Maximum Range: 50 squares distance
Upkeep: 18 mana per hour

Sharp Frost
Needed: Mage Tower level 10; Blights and Ground Chill research
Affect: -6% Food production at this city
Target: Other City
Cast Time: Instant
Duration: Until Cancelled
Cooldown: 3 hour wait period after spell is cancelled or overcome before you can cast another blight spell
Casting Cost: 250 food 240 mana 2 books 1 livestock
Maximum Range: 100 squares distance
Upkeep: 60 mana per hour

Carrigen's Infestation
Needed: Mage Tower level 14; Blights research
Affect: Destroys a portion of research points, mana and books
Target: Other City
Cast Time: Instant
Duration: Instant
Cooldown: 5 hour wait period after casting before you can cast another blight spell
Casting Cost: 1500 mana 4 books
Maximum Range: 200 squares distance
Upkeep: None

Carrigen's Metal Lethargy
Needed: Mage Tower level 15; Blights and Carrigen's Infestation research
Affect: -6% to Mana and Research Production at targeted city
Target: Other City
Cast Time: Instant
Duration: Fixed Period
Cooldown: 5 hour wait period after casting before you can cast another blight spell
Casting Cost: 1500 mana 5 books
Maximum Range: 200 squares distance
Upkeep: 100 mana per hour



Replies:
Posted By: GM Stormcrow
Date Posted: 25 Sep 2011 at 02:54
Wow.

Mara.


Posted By: Mara Zira
Date Posted: 25 Sep 2011 at 03:20
You liked it? Happy Day. Big smile


Posted By: Manannan
Date Posted: 25 Sep 2011 at 04:14
Thumbs Up

Think this may have to get linked into the New Player Guide next time I update it along with a few others.


-------------
Doesn't look good... doesn't look bad either!

"Manananananananananan, so long Sir, and thanks for all the fish." ~ St.Jude


Posted By: Rill
Date Posted: 25 Sep 2011 at 04:56
Congratulations Mara! Very thorough and an incredible amount of work!


Posted By: Nokigon
Date Posted: 25 Sep 2011 at 08:47
Whoa.
That is a BIG document.


Posted By: Anjire
Date Posted: 25 Sep 2011 at 23:04
I vote to supply Mara Zira more scribes to keep cranking these out!
Awesome Job


Posted By: Grisna
Date Posted: 25 Sep 2011 at 23:06
Thank you Mara.  Very helpful


Posted By: Mara Zira
Date Posted: 26 Sep 2011 at 05:29
Thank you, Manannan. You're welcome to add a link to this guide in your New Player Guide if you think this guide will be helpful to newbies. I hope it is.

Thank you, Rill. Yes, it took much, much long to write than my previous guides. But if people find it helpful, then it was worth all that time and work.

Nokigon, yes, it is long. I hope it's not so long that it makes newbies hesitate to read it.


Posted By: Mara Zira
Date Posted: 26 Sep 2011 at 05:32
Anjire, thank you for thinking of my tired fingers and dull quill.... I'm happy to continue writing the guides if people find them helpful.

Grisna, I'm very happy you found the guide helpful. Smile You're welcome.


Posted By: Dakota Strider
Date Posted: 26 Sep 2011 at 14:32
Very impressive Mara, thanks for the effort, and for sharing.


Posted By: Celebcalen
Date Posted: 26 Sep 2011 at 19:15
This is the first time that I have seen subject of Magic set out like this in Illyriad. It is such a great help. Thank you very much


Posted By: GreatDane
Date Posted: 28 Sep 2011 at 06:16
 
Fantastic work Mara, thank you for sharing it with the Illy community


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If


Posted By: Mara Zira
Date Posted: 28 Sep 2011 at 23:21
Dakota Strider, Celebcalen, and GreatDane,

Thank you, and you're welcome.

It'll also take some work to maintain the guide! I just added the descriptions for the first 2 advanced magic buildings.


Posted By: Marquesta
Date Posted: 19 Oct 2011 at 08:01
 Well done! In favorites!Star


Posted By: Rill
Date Posted: 19 Oct 2011 at 08:51
go Mara!


Posted By: Gaius Flavius V
Date Posted: 18 Mar 2012 at 20:15
Thanks for this guide, it is very useful. 

When I look at the range of my offensive spells, they differ a lot from what is listed here. 

For example, for rapid oxidation my capital's base spell range is 20 and for carrigen's lethargy 50, whereas here they are listed as 50 and 100. I have all magic research completed.

I tried carrigen's from a distance of 60 and it seems to have worked (did not fail) but I wonder why these range discrepancies? Anybody knows?


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Gaius Flavius


Posted By: WightNolf
Date Posted: 18 Mar 2012 at 23:14
Nicely done Mara Clap



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Ofwgkta


Posted By: Mara Zira
Date Posted: 23 Mar 2012 at 03:15
Thank you, NightWolf. I'm glad you find the guide helpful.

Gaius Flavius V, I believe all the ranges in this guide are correct at the moment. Shortly after I made this guide, the developers changed the interface for spells so that the not-yet-released Mana Projector building's influence on spells would be shown. Now the ranges don't read as being as far anymore--as you noticed--yet the ranges in this guide still seem to be correct. This is a bit confusing, and I'd also be interested in knowing if this is just a bug that will be fixed in the upcoming magic changes or if we're just misunderstanding something.


Posted By: Saladin The Zephyr
Date Posted: 29 Jun 2012 at 14:59
Love this Mara.

GM's can you clarify the above point's re range - rather confusing.


Posted By: Diva
Date Posted: 16 Dec 2012 at 03:33
Now that I'm looking into majic and such.. THIS WAS GREAT MARA!! Still confusing in my mind.. but your guide is on point! I will study this a bit more and become more confused, not because of your guide, I just am backwards that way


Posted By: Arctic55
Date Posted: 04 Jan 2013 at 16:32
Magic is well, a hard area to get on top of. But it is useful for attacking other players without sending troops. I approve (as if it matters any).


Posted By: Teragram
Date Posted: 22 Jan 2013 at 16:34
I take it there is no way to identify caster with magics that are instant for cast and duration. Doesn't that make for an excellent attack? Leaves no room for retaliation. The downside being cool down period is long, 8 hours after casting plague of locust.


Posted By: The_Dude
Date Posted: 22 Jan 2013 at 17:18
Originally posted by Teragram Teragram wrote:

I take it there is no way to identify caster with magics that are instant for cast and duration. Doesn't that make for an excellent attack? Leaves no room for retaliation. The downside being cool down period is long, 8 hours after casting plague of locust.
Correct.


Posted By: TribalTrouble
Date Posted: 12 Feb 2013 at 03:26
I'm reading I read this just now, and I found a couple errors 
"Step 2: Click on the Current Active Spells side button. This page shows hostile spells cast by you, hostile spells cast on you, friendly spells cast by you, and friendly spells cast by you"
friendly spells cast by you, and
friendly spells cast by you?


"Casting Spells 
Step 1: To cast a spell on your own town, click on the Cast Spell side button on the Magic menu button. To cast a spell on another town, click on that town in the World Map or click on a Player's name, click on View Towns, and the click on the desired town."
and then click on the desired town. 
then, not the.

Should probably be fixed. :)

Great work overall! Teaches a lot :]


Posted By: Dragonwort
Date Posted: 11 Feb 2014 at 12:09
Brilliant Mara...just Brilliant.. an opus to be sure.

I do have some questions though: Do the moon's cycles play apart in magic? Waxing to full... greater range? more potency? what?

Obviously I'm a newbie but I can only suppose the moon cycles mean something? Can you or one of the other players elaborate on this?...Thanks Smile Dragonwort


Posted By: Rill
Date Posted: 11 Feb 2014 at 17:55
The fuller the moon, the more spell power your spell will have and the longer the range will be (by a few percentage points).  The more spell power in a spell, the harder it is to break.  So for example if you are casting a blight shield, it is best to cast under a full moon (and to be an elf).  Spell power is irrelevant to spell effect.  (What it does, such as the increase in resource production or number of units killed.)  The difference in spell range under a full moon is so small as to be nearly meaningless.


Posted By: Binky the Berserker
Date Posted: 11 Feb 2014 at 18:33
the difference is 7%. can make a big difference when a town is out of reach without those 7%


Posted By: Dragonwort
Date Posted: 11 Feb 2014 at 23:32
Okay....thanks Rill and Binky....good to know. Smile DW



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