Promisance Guide

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Casting Spells

From here, your Wizards can spend Mana and turns to cast spells, either on your own empire or on your enemies.

Spells cannot be cast if your empire's health is below 20%. Casting an offensive spell reduces health by 4%.

If your empire's magic power is not great enough, high level spells will result in a magical explosion and kill some of your Wizards.

Offensive Spells

Offensive Magic Power = Your_wizards * Your_Racial_Magic_Bonus / ((Your_land + Target's_land) / 2)

Defensive Magic Power = Target's_wizards * Target's_Racial_Magic_Bonus * 1.05 / Target's_land

Crystal Ball
If successful, this will allow you to see the vital statistics of your target's empire, just as is shown on your Main Page.
Fireball
If successful, this will eliminate 3% of your enemy's military and magical forces. If your target has an active Spell Shield, only 1% will be destroyed.
Storms
If successful, this will destroy a percentage of your target's Money and Grains. If shielded, it will only be 33% as effective.
Lightning Strike
If successful, this will destroy a percentage of your target's Mana, limiting the ability of their Wizards to cast spells. If shielded, it will only be 33% as effective. The effects of this spell will also overload the targets mage towers, temporarily hindering Mana production.
Wrath of Demons
If successful, this will destroy 3% of your enemy's structures. If your target has an active Spell Shield, only 1% will be destroyed. The effects of this spell will instill fear in the enemy's population, temporarily hindering their ability to rebuild.
Magic User Fight
This spell will allow your Wizards to battle with your target's magic users. Successful attacks will steal approximately 33% as much land as a standard military attack.
Embezzlement
If successful, this will allow you to steal Money from your target empire's treasury. If shielded, it will only be 33% as effective.

Utility Spells

Utility Magic Power = Your_wizards * Your_Racial_Magic_Bonus / Your_Mage Towers

Spell Shield
This will allow you to partially protect your empire from magical attacks from other empires. Casting once will protect your empire for 24 hours, and each additional cast will extend it by up to 3 hours, with additional extensions becoming gradually less effective. If your empire has less than 21 hours of protection remaining, it will automatically be renewed to 24 hours. Spell shield duration cannot exceed 72 hours.
Cornucopia
This spell will create an amount of Grains to feed your citizens and army, the amount being proportional to the size of your empire and the number of Wizards at your disposal.
Tree of Gold
This spell will create Money to fund your empire, the amount being proportional to the size of your empire and the number of Wizards at your disposal.
Open Time Gate
This spell will open a Time Gate, allowing your empire to attack other empires in any time period. Casting once will open the gate for 24 hours, and each additional cast will extend it by up to 3 hours, with additional extensions becoming gradually less effective.s. If your empire's gate has less than 9 hours remaining, it will automatically be renewed to 24 hours. Time gate duration cannot exceed 72 hours.
Close Time Gate
If your empire currently has an open Time Gate, this spell will close it, protecting your empire from attacks by other empires in different time periods (unless they themselves have open time gates).
Advance to Present
This spell advances your empire from its current era to the next one (if such an era exists). At least 500 turns must be spent in your current era before you may cast this spell.
Regress
This spell regresses your empire from its current era to the previous one (if such an era exists). At least 500 turns must be spent in your current era before you may cast this spell.

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