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| {{About|is about the characteristics of the earth school [[spell]]s. For the [[secondary skill]], see [[Earth Magic]].}}
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| {{Earth spells||margin = 1em}} | | {{Earth spells||margin = 1em}} |
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| '''School of Earth Magic''' is one of the four schools of magic. Others are [[School of Air Magic|Air]], [[School of Fire Magic|Fire]] and and [[School of Water Magic|Water]]. School of Earth Magic is related to the [[secondary skill]] [[Earth Magic]], which allows heroes' to cast earth school spells more effectively and at reduced cost. The cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level. | | '''School of Earth Magic''' is one of the four schools of magic. Others are [[School of Air Magic|Air]], [[School of Fire Magic|Fire]] and [[School of Water Magic|Water]]. School of Earth Magic is related to the [[secondary skill]] [[Earth Magic]], which allows heroes to cast earth school spells more effectively and at the reduced cost. The cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level. |
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| == Comments & Debate ==
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| School of Earth Magic is perhaps the strongest of all the schools, because it has a wide variety of all kinds of spells, [[Implosion]] being the stronged in terms of single target damage (the [[Fire Magic]] spell [[Armageddon]] might be a better spell in terms of whole battlefield damage).
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| The most powerful of them all is [[Town Portal]], which with expert Earth Magic enables the hero to teleport to any allied town with a mere cost of 20 spell points and 300 [[movement]] points.
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| Nothing beats travelling the map really fast, especially on big maps when one does want to defend ones cities by just porting there on sight of the opponent.
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| This alone would be excellent feature if it weren't often blocked on contest maps, but what makes it a truly great spell is that a hero can cast Town Portal unlimited times, provided that he has spell points or movement points left. In comparison, [[Dimension Door]] can only be cast four times a day at expert level - and might not suffice to get to the next down, especially if it was gotten to by the opponent the last turn.
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| Other powerful spells in the School of Earth Magic are [[Resurrection]] and its [[undead]] counterpart [[Animate Dead]] - coupled with [[Necromancy]] the latter makes for no lost units and steady replenishments if [[Shackles of War]] and a good sane group of undead is supplied.
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| Resurrection (or Animate Dead) combined with [[Blind]] may save an entire army with enough spell points - [[Blind]] keeps the enemy from fleeing, [[Animate Dead]] revives undead that stay alive and well even after combat, [[Disrupting Ray]] may also help.
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| Additional Spells are. [[Force Field]], [[Earthquake]] and [[Slow]].
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| Force Field is not so useful against human players, but in wandering creature stacks it becomes extremely tactical spell.
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| Earthquake can be handy in siege battles without many flying units ([[Dungeon]] units with their 3 flying units ([[Scorpicore]]/[[Manticore]], [[Black Dragon]]/[[Red Dragon]], [[Harpy]]/[[Harpy Hag]] ) and their 2 shooting units ([[Beholder]]/[[Evil Eye]] and [[Medusa]]/[[Medusa Queen]] would perhaps find it less useful - [[Minotaur]]/[[Minotaur King]]s would not be left out though).
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| Last but not least is Slow, which is a [[counter]]part of [[Haste]]. Like Haste, Slow is also so powerful spell cast at expert level, that it rises the question why is it a level 1 spell.
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| == Related articles == | | == Related articles == |
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| [[Category: Spells]] | | [[Category: Spells|*]] |