Magic System

The Three Powers

Magic in Conquer comes from three sources, each regenerating from different shrine types.

PowerSymbolGovernsRegeneration
Military Power🔴Combat spells, army buffsShrines + national military strength
Civilian Power🔵Economic spells, growthShrines + city count
Wizardry Power🟣Advanced spells, divinationShrines + 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

#SpellEffectPower TypeCost
1Bless ArmyTarget army +20% efficiency for 3 turnsMilitary20
2Curse EnemyTarget nation -15 morale for 2 turnsMilitary30
3FarsightReveal all sectors within range 5 of capitalWizardry15
4Harvest BoonAll farms +25% production this turnCivilian25
5WardTarget fortress: next battle attacker roll -20%Military35
6Trade WindAll caravans +2 movement this turnCivilian20
7Plague BoltTarget sector loses 20% populationWizardry40
8Power SurgeAll power types +30 this turnAll50
9Summon MonsterSpawns a monster army near target sectorWizardry60
10ArmageddonAll enemy armies -50% strength (once per game)All200

Spell Requirements

Improving Magic