Magic System
The Three Powers
Magic in Conquer comes from three sources, each regenerating from different shrine types.
| Power | Symbol | Governs | Regeneration |
|---|---|---|---|
| Military Power | 🔴 | Combat spells, army buffs | Shrines + national military strength |
| Civilian Power | 🔵 | Economic spells, growth | Shrines + city count |
| Wizardry Power | 🟣 | Advanced spells, divination | Shrines + wizard skill attribute |
Theocrats regenerate 40% faster. Shrines owned double the regeneration bonus. The Ley Line Surge world event temporarily doubles all power.
Casting Spells
Spells are issued as orders (like army moves) and execute at turn processing time. Each spell has a power cost and a minimum wizard skill requirement.
The Ten Spells
| # | Spell | Effect | Power Type | Cost |
|---|---|---|---|---|
| 1 | Bless Army | Target army +20% efficiency for 3 turns | Military | 20 |
| 2 | Curse Enemy | Target nation -15 morale for 2 turns | Military | 30 |
| 3 | Farsight | Reveal all sectors within range 5 of capital | Wizardry | 15 |
| 4 | Harvest Boon | All farms +25% production this turn | Civilian | 25 |
| 5 | Ward | Target fortress: next battle attacker roll -20% | Military | 35 |
| 6 | Trade Wind | All caravans +2 movement this turn | Civilian | 20 |
| 7 | Plague Bolt | Target sector loses 20% population | Wizardry | 40 |
| 8 | Power Surge | All power types +30 this turn | All | 50 |
| 9 | Summon Monster | Spawns a monster army near target sector | Wizardry | 60 |
| 10 | Armageddon | All enemy armies -50% strength (once per game) | All | 200 |
Spell Requirements
- You must have sufficient power of the required type
- Your wizard skill attribute must meet the spell's minimum
- Some spells require owning a shrine
- During a Magical Storm event, all spells have a 50% chance to fail
Improving Magic
- Build more Shrines — each owned shrine increases power regeneration
- Raise wizard skill via the national attribute system
- The Theocrat class is best suited to heavy magic use
- The Tome of Power artifact gives +2 magic regeneration per turn