Sorcery is broken up into several domains of magic. Originally, it was all one same thing but through centuries of use, research and interpretation, different branches of magic arose. This has resulted in one branch of magic having better effects of the one type at the expense of others. These branches (or domains) of magic are summarised below :-

Neutral Domain - Available by default to all races, allowing information to be gathered on their enemies
White Domain - Used to summon and form heavenly powers. Its effect are healing, strengthening, protection and all things holy
Black Domain - This is the magic of death, destruction, decay and all things unholy
Blue Domain - Focusing on being able to manipulate the spirit, metamagic and mind magic
Green Domain - The purest type of magic, allowing control over elemental powers for either protection or destruction
Red Domain - This is the magic of confusion, destruction and disarray. Mostly used in warfare
Grey Domain - Also known as shadow magic, this is the magic of trickery and deception


To perform the magic arts and influence the varying domains of magic, a mage must draw upon a physical magical source. In the Feudal World this magical energy is in the form of mana stones. In addition each effecting magic also draws upon a mages magic pool, this is in essence a mages source of power. With excessive use, the magic pool will diminish but like the body’s strength, a mages powers regenerates with time

There are many varying spells within the Feudal World. Some spells are instant but leave a permanent non-magical effect, others tend to dissipate with time and lose power, yet others can be removed manually, and there are also some spells that have fixed duration time and then disappear, and those that only function while casting continues and when casting is over the spell is no more. The list below outlines the spells in further detail

Neutral Domain
Spell Name Category Type
Valor / Fortitude
Effect
Crystal Orb
Informative (Intel)
Instant
No
Summary of military
Ravens Vision
Informative (Intel)
Instant
No
Views empire news
Crimson Eye
Informative (Intel)
Instant
No
Views current active spells on target realm
         
White Domain
Spell Name Category Type
Valor / Fortitude
Effect
Dispel Magic
Passive
Instant
No
25% chance of dispelling active spells on your realm
Aura of Command
Passive
Duration
No
Increase the approval regeneration of your realm whilst active
Sanctuary
Passive
Duration
No
Increase defence rating by 10% when in use
Divination
Passive
Active Until Used
No
Nullifies the next direct hostile spell cast on you
True Strike
Passive
Duration
No
Eliminates the negative effect of any delayed army return time modifiers
Atonement
Passive
Duration
No
Decrease military wage expenses by 15%
Discipline
Passive
Duration
No
Military training times are reduced by 25%
Holy Meteor
Offensive
Instant
Yes
Causes a random amount military to die
         
Black Domain
Spell Name Type Type
Valor / Fortitude
Effect
Deadly Strike
Passive
Duration
No
Strength of swordsmen are altered to 6-1 instead of 5-1 until your next attack
Raise Dead
Passive
Active Until Used
No
20% of military that die defending your land in combat come back as militia
(Cannot be used in conjunction with rebirth)
Death Mist
Passive
Duration
No
Enemies attacking your realm suffer 25% more combat casualties whilst active
Fearless
Passive
Duration
No
Increase the morale regeneration of your realm whilst activate
Unholy Blessing
Passive
Duration
No
15% offensive bonus when attacking those with white domain
Apocalyse
Offensive
Duration
Yes
Causes mages, blackguards and champions to randomly disappear
Black Cloud
Offensive
Duration
Yes
Target realm will experience 20% longer attack times
Forbiddance
Offensive
Duration
Yes
Reduces target population growth to 50% of normal
         
Green Domain
Spell Name Type Type
Valor / Fortitude
Effect
Tranquility
Passive
Duration
No
Increase the population growth of your Kingdom by 25%
Owls Insight
Passive
Duration
No
Lowers realm research costs by 25% for the duration
Rebirth
Passive
Active Until Used
No
20% of military that die defending your land in combat come back to life
(Cannot be used in conjunction with raise dead)
Infravision
Passive
Duration
No
Increases chance of identifying operations by 25% for the duration
Acid Rainstorm
Offensive
Duration
Yes
Increases the military maintence of target realm by 50%
Drought
Offensive
Duration
Yes
Target realms food production is reduced by 30%
Banishment
Offensive
Instant
Yes
Causes a random amount of military to leave target realm and join yours
Earthquake
Offensive
Duration
Yes
Reduces the confidence within target realm. -10% to approval whilst active
         
Blue Domain
Spell Name Type Type
Valor / Fortitude
Effect
Deflection Shield
Passive
Duration
No
25% chance of all spell deflecting and targeting the caster instead
Concentration
Passive
Duration
No
Increases the success of all spells by 15%
Magic Barrier
Offensive
Duration
Yes
Reduces spell success rate of target realm by 20% for the duration
Disruption
Offensive
Instant
Yes
25% chance of each spell being nullified on target realm
Drain
Offensive
Instant
Yes
Target realms concealment is reduced by 5%
Amnesia
Offensive
Instant
Yes
Target realm forgets 1% of total research points
Mana Burn
Offensive
Instant
Yes
Depletes target realms magic pool by 5%
Obsession
Offensive
Duration
Yes
Target realm produces 20% less revenue
         
Red Domain
Spell Name Type Type
Valor / Fortitude
Effect
Rally
Passive
Duration
No
Increases military conscription draft rate by 50%
Blood Frenzy
Passive
Duration
No
5% bonus to morale at the expense of -10% approval for the duration
Blazing Strike
Passive
Duration
No
Bonus 10% offensive, however defensive lowered by 15% for the duration
Fire Storm
Offensive
Instant
Yes
Randomly kills serfs
Blast Wave
Offensive
Instant
Yes
Portion of target realms mana stones are destroyed
Scorch
Offensive
Instant
Yes
Melts a random amount of royal crowns from target realm
Enrage
Offensive
Active Until Used
Yes
During their next attack your opponent will suffer 50% increased losses
Disintegrate
Offensive
Instant
Yes
Blast of fire that kills 1% of mages and blackguards
         
Grey Domain
Spell Name Type Type
Valor / Fortitude
Effect
Shadow Wall
Passive
Duration
No
Prevents all direct spells on your Kingdom. However all friendly spells are also negated. For the duration you suffer 35% defence and earn no revenue
Shadowcloak
Passive
Duration
No
Increases espionage success by 20%
Simulacrum
Passive
Duration
No
Any spells that are successfully cast on your province has a 25% chance it is duplicated back to the spell caster
Illusion
Passive
Duration
No
Approval & Morale will not reflect their true values +-15%
Reflecting Pool
Offensive
Duration
Yes
Decrease magic pool regeneration on target realm
Nightshade
Offensive
Duration
Yes
Decreases concealment regeneration on target realm
Confusion
Offensive
Duration
Yes
Target realm suffers -5% morale for the duration
Time Warp
Offensive
Duration
Yes
Target realm experiences 30% longer military and serf training times




You do not get valor/fortitude for performing the same spell on the target as they already have on them (this only applies to spells with duration. eg if you cast drought on a realm, casting drought multiple times will not yield additional valor points)

Intel Related (or non damaging) spells do not yeild any valor or fortitude damage

Offensive Spells last for 75% of normal compared to passive spells. Spell durations have a direct relation to the percentage of cathedrals

The way offensive spells works are as follows. If you have 10 mages and the other side has 10 mages you each have 50% chance (without any other modifiers such as race/buildings) to cast on each other. If one side then has 20 and the other 30. The first side has 40% chance to cast whilst the other has 60%. You then add the building modifiers. Both total figures are reduced from each other and this leaves the total chance you'll cast on someone

You cannot spell realms in your empire

Spell resistance ratings take into account emperor/race bonuses and structures put together

Passive Spells - 6% Mana Pool For a Success and 3% For A Failure

Offensive Spells - 4% Mana Pool For a Success and 2% For A Failure

Get 3% Mana Per Turn (Each Hour)

Get 3% concealment rating Per Turn (Each Hour)

Generation increases by 1% (Each Hour) For Wars