Quicksand: Difference between revisions
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{{Earth spells}}{{Spell|25|25|46|35|18|24|25|35|35|20|25| | {{Earth spells}}{{Spell|25|25|46|35|18|24|25|35|35|20|25|25 | ||
| school = Earth Magic | | school = Earth Magic | ||
| level = 2nd | | level = 2nd |
Revision as of 16:08, 30 January 2024
Quicksand | |||||||||||||||||||||||||
School: | Earth Magic | ||||||||||||||||||||||||
Level: | 2nd | ||||||||||||||||||||||||
Cost: | 8/6 | ||||||||||||||||||||||||
Duration: | until end of combat | ||||||||||||||||||||||||
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Quicksand is a 2nd level spell in the School of Earth Magic.
The spell places quicksand pits randomly in combat field hexes. They are invisible to enemy hero, unless the hero has a creature fighting on native terrain. A creature stack that tries to move through a hex with quicksand pit is halted and cannot act until next round. Once a pit is stepped on, it is revealed for all to see. A unique property of the Quicksand spell is that it lasts infinitely during any battle, regardless of the user's spell power.
AI cannot cast this spell. Flying creatures are always immune to this spell. Although Magic Elementals are immune to all spells, they will still be affected by the quicksands.
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Quicksand can be particularly useful in town sieges, since a large portion of the battlefield is blocked by walls and moats. It is also useful when fighting neutral army stacks, since wandering creatures will always attempt to attack foes that are within reach, making them predictable and thereby easy to "trick" into stepping on the quicksand. This strategy can potentially give your shooters many more turns to shoot before the enemy reaches them. |