

For spells cast upon others, the success is based on your relative wizard population, measured as Wizards Per Acre (WPA), modified by the racial bonuses or penalties and your knowledge of Channeling science. For spells cast upon yourself, success is based on your Guild percentage and your Building Efficiency - the more guilds you have, the better you will do. To cast a spell, you must have Guilds, wizards and mystic Runes. Failed attempts can result in explosions and kill a small portion of your wizards. Your Wizards will not cast spells without at least a 5% Mana Rating. This rating rises automatically each day and drops each time you cast a spell. Your Wizards maintain a Mana Rating which determines whether or not they can cast spells. At any time, you can release Wizards back into the peasantry or simply shut down additional training. Be careful not to hold too many Wizards or you may be sacrificing your peasantry, thieves, or military. Like all of the other individuals across your lands, they come from your peasantry and reduce your number of available workers.

Wizards are naturally trained by your Guilds. Towers produce runes every hour, which are consumed with each spell.

Spells require Runes, Wizards, and Guilds to be cast. 1 Essentials: Runes, Wizards, and Guilds.
