[FE - Earth Spell Comments]
Suggestions for improving the FE Earth Magic Spell List. This includes 9 new tactical spells, 3 new city enchantment spells, and 1 new strategic spell.
Level 1 - Apprentice
- Nature's Cloak (Strategic Enhancement) - target unit receives +5 defense vs fire, lighting (air) and cold (water) damage.
- Raise Land (Strategic)
- Lower Land (Strategic)
I suggest making the raise land and lower land spells level 3 spells while adding two tactical spells to Level 1. Why? An apprentic magic user's spells should be more tactical and less strategic. I.e an apprentice should not be able to flatten or raise large areas of land.
Level 1 (Revised) (4 spells)
- Nature's Cloak (Strategic Enhancement)
- Earth to Mud (Tactical) - Changes a 3x3 tile to mud, reducing movement by 50%
- NEW: Raise Rock (Tactical) - Unoccupied tile becomes impassible as a boulder emerges from the ground
- NEW: Throw Rocks (Tactical) - Target unit takes 2 physical damage +2 per earth share, Throw Rocks has a range of 3.
Level 2 - Disciple
- Tremor (strategic) - Target army in your territory is immobilized
- Stoneskin (strategic enhancement) - Target unit receives +3 to physical defense
I suggest adding tactical earth spells to the Earth Level 2 spell list.
Level 2 (Revised) (4 spells)
- Tremor
- Stoneskin
- NEW: Rock Wall (Tactical) - This spell creates a wall of impassible wall of rocks tiles long (north to south) that can be placed on any unoccupied string of titles.
- NEW: Raise Platform (Tactical) - Raise a tile beneath a friendly unit for 1 turn per caster level. The unit atop this tile cannot be attacked by melee weapons nor can it move off the tile. It can be attacked by ranged attack
Level 3 - Mage
- Create Mountain (strategic)
- Shockwave (tactical)
I moved Raise Land and Lower Land from Level 1 to Level 3 while making Create Mountain a Level 4 spell and added 4 spells to the level 3 spell list.
Level 3 (Revised) (8 spells)
- Raise Land (strategic)
- Lower Land (strategic)
- NEW: City Moat (City Echantment) - creates a deep ditch around the city that increases the strength of defending units by 10%. The bonus stacks with any bonus from existing defensive works.
- Shockwave (tactical)
- NEW: Battlefield Maze (tactical) - renders 20% of tiles on the battlefield impassible
- NEW: Earthworks (tactical) - friendly unit tiles become rough terrain, granting defenders a bonus
- NEW: Throw Boulders (tactical) - Target unit takes 10 points of damage + 4 per Earth shared. Tile in front of target unit is the resting place of the boulder and this tile becomes impassible.
- NEW: Earth Shield (tactical) - provides +5 defense (+5 per earth shard) against earth attack damage.
Level 4 - Master
Level 4
- Destroy Land
- Summon Earth Elemental
Level 4 (Revised) (5 spells)
- Create Mountain (Strategic)
- Destroy Land (Strategic)
- Summon Earth Elementa (Universal)
- Destroy City Walls (Strategic) - Destroys city fortifications
- City Walls (City Enchantment) - City Fortifications are strengthed and defenders receive a 10% bonus.
- Shield City Walls (City Enchantment) - City fortifications are protected against Earth Magic
Level 5 - Archmage
Level 5
- Earthquake (Strategic)
Research Spells
Summon Sand Golem is a tactical summons spell that can be discovered by completing a quest. It provides a golem that is highly resistant to fire magic and arrows but takes double damage from water based attack as its made of sand. Completing the quest opens up a spell with 3 variations:
Summon Sand Golem (tactical) - summons a single sand golem - Level 3 Earth Magic
Summon Sand Golems (tactical) - summons a unit of 4 sand golems - Level 4 Earth Magic
Summon Sand Golem Army (tactical) - summons a unit of 12 sand golems - Level 5 Earth Magic