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For instance, at 100 magic / 100 max magic, the first Force spell would cost 70 magic, leaving 30 magic available. This allows casting Force the Hand of Fate once, then selling wizard towers to reduce the cost of a second cast. Selling wizard towers will reduce the maximum limit of the magic meter, but not the current magic (unless the new maximum limit is below the current magic). Alternatively, up to 100 can be refilled instantly by using a sugar lump. Magic refills over time the lower your magic meter, the slower it refills. Your maximum amount of magic varies depending on your amount of wizard towers, as well as their building level. Currently compares the base fail rate (15% standard 1.5% with Magic adept 65% with Magic inept) to a flat fail rate of 50%, and picks the higher of the two.Įach spell costs magic to use. Spells backfire 5 times more for the next 10 minutes.
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Spells backfire 10 times less for the next 5 minutes. Instantly summon a wrinkler if conditions are fulfilled. Upgrades are 2% more expensive for an hour.įlavor text: "What's that spell? Loadsamoney!"īuildings are 2% more expensive for an hour.Ĭast a random spell at half the magic cost, with twice the chance of backfiring. The building selected must be under 400, and cannot be your most-built one (unless it is your only one). The spell picks a random building you could afford if you had twice your current cookies, and gives it to you for free. Each existing golden cookie makes this spell +15% more likely to backfire.Īll active buffs gain 10% more time (up to 5 more minutes).Īll active buffs are shortened by 20% (up to 10 minutes shorter). Trigger a 15-minute clot and lose 15 minutes of CpS. Summon half an hour worth of your CpS, capped at 15% of your cookies owned.