[FE - Air Spells]
Suggestions for new Air Magic spells
Level 1
- Evade (strategic enchantment) - +5 to dodge (+2 per air shard)
- Haste (tactical) - +2 to combat speed (+1 per air shard)
- New: Wind Shield (tactical) - Unit's resistance to wind tactical spells is +5 (+ 2 per air shard)
- New: Arrow Shield (tactical) - Single unit receives +10 bonus to dodge vs missle attack. Lower level version of Guardian Wind.
Level 2
- Aura of Grace (city enchantment) - Units produced in city receive +3 to dex (+1 per air shard)
- Guardian Wind (tactical) - All allies receive +10 bonus to dodge vs missle attack (+5 per air shard)
- New: Titan's Puff (tactical) - Targeted unit is blown back one tile and knocked prone unless it resists. Lower level variation of Titan's Breath
- New: Lightning (Tactical) - Lightning hits a targeted unit for 3 lightning damage per level (+1 per air shard). Lower level variation of Storm that affects a single member of a unit. This spell's effects scale with the level of the caster, A 2nd level caster deals 6 damage, a 5th level caster deals 15 damage.
Level 3
- Cloud Walk (strategic)
- Titan's Breath (tactical) - All enemies are blown back 1 tile and knocked prone unless they resist.
- New: Wind Slam (tactical) - Targeted unit is pushed back three tiles and knocked prone, one tile if they resist.
- New: Wind Storm (tactical) - in a 10x10 tile block, range of all ranged weapons reduces to 2 tiles and movement of all units is reduced by 1.
Level 4
- Escape (tactical) - allows your army to escape from combat
- Storm (tactical) - Lightning hits a random unit for 6 lightning damage per member (+3 per air shard)
- New: Hurricane (tactical) - in a 10x10 tile block, all units receive +20 bonus vs missle attacks, range of all missle attacks reduced to zero, units can't move unless they resist, units can't cast spells unless they resist.
- New: Extinguish (tactical) - blast of magical wind dispels single air or fire spell/enchantment unless they resist. No effect on earth or water spells.
Level 5
- Tornado (tactical) - All units in the targeted army are randomly scattered, imobilized for the turn and take 3 damage per air shard.
Note: All proposed air spells (NEW) require playtesting to see if they contribute to tactical battles...i.e. a spell that no one uses is useless.
Magical Items - these items can be found or crafted by a sovereign or champion with the required intelligence, knowledge and materials. The items can only be crafted while the crafter is in a city with an Abby of Izil or a Tower of Sorcery.
- Ring of Air Protection - wearer receives +3 bonus to spell resistance vs air spells. (requires intelligence 15 + knowledge of Windshield + Magical Forging/Arcane Experiments + Crystals)
- Ring of Missle Protection - wearer receives +5 bonus to dodge vs missle attacks. (requires intelligence 15 + knowledge of Guardian Wind + Magical Forging/Arcane Experiments + Crystals)
- Ring of Escape - wearer can escape from battle. (requires intelligence 20 + knowledge of Escape + Magical Forging/Arcane Experiments + Crystals)
- Sword of Lightning - Enchanted sword that does an extra +6 air damage (required intelligence 20 + knowledge of Lighting + Arcane Weapons + Crystals)