Spells
Spells are divided into 3 categories: Self-spells, regular offensive spells, and ultimates. Regular offensive spell effects depend on the number of mages you have, can be countered by enemy mages, and can be migitated up to 60% by enemy magic wards whereas ultimate spells cannot be countered, do not depend on how many mages you have, and can only be migatated by barriers up to 30%. All spells casted on people who have much more or much less land than you will not be nearly as effective. Mages cost 1 gold per hour to upkeep.

Self Spells:  Self spells are casted on yourself and only effect yourself.

1. Mystic Aura:
This spell lasts for a duration of time(depending on the number of mages you have) and gives your lands a 10% defensive boost(more if you are an Archmage).

2. Alchelmy:
This spell generates gold from rocks in your kingdom.

3. Magical Lands:
This spell magically generates more land from the existing land in your kingdom.

4. Dispel Aura:
This spell has a chance of dispelling all auras(friendly or enemy from your lands)

5. Merchant's Finger:
Your province will earn interest on its gold with this spell. But be careful, if your gold goes negative, you earn negative interest

6. Rune generation:
Like Merchant's Finger, this generates runes from the ones you already have.

7. Love and Peace(Holy light only):
This spell passifies all attackers to your land thus decreasing enemies attacking strength by 30% for a duration max of 12 hours.

8. Vengeance Aura:
This spell reflects 25% of all magic spells back on the cast.

Regular Offensives: These are cast upon a another player and can be countered by his/her mages.

1. Fools gold:
Fools gold turns some of your target's gold to pyrite, thus shrinking his/her coffers.

2. Rune Burn:
Rune Burn destroys your opponent's runes.

3. Attacker's Bane:
This spell kills a portion of your target's offensive troops.

4. Defender's Plague:
This spell kills a portion of your target's defensive troops.

5. Crystal Ball:
This spell reveals random information about your target.

6. Assasinate Wizards:
This spell kills enemy mages.

7. Locust Swarm(Force of Nature Only):
This spell summons Locusts out of the sky to devour your enemy's food therefore killing his troops from starvation. Kills 2% per hour of troops while province is under its effect.

8. Sacrifice(Alliance of death only):
This spell sacrifices 1/3 of your offensive troops to kill enemy defensive troops at the rate of 1.5 enemy troops for ever 1 troop you sacrifice(before barriers and bonus modification).

9. Death and Decay(Alliance of death only):
This spell puts your target's land under a rot aura and land and troops will rot and die slowly over its duration.

10. Propoganda(Alliance of Thieves only):
This spell convinces some of your opponents troops to join your forces.

11. Steal Gold(Alliance of Thieves only):
This spell steal for target's coffer into your own coffer.

12. Volcanic Eruption(alliance of fire only):
This spell causes a mighty volcano to eruption in your target's land causing loss of and troops.

13. Earthquake(alliance of fire only):
This spell destroys all of your opponents buildings and he cannot build again for some amount of time.

14. Holy Conversion(Holy light only):
This spell converts some of the infidel's(your target's) land to your land.

Ultimates: Ultimates are cast upon another player and cannot be countered and do not depend on the number of mages you have.

1. Wrath of the heavens:
This spell destroys a large portion of your opponent's gold, defensive, and offensive troops.

2. Rage of the Land:
This spell destroys a large portion of your opponent's land.

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