Revived magic. Phase II.
This part changes two spells in Water school, adds new spells to elemental spheres and a new avatar spell. First part of my mod ( http://steamcommunity.com/workshop/filedetails/?id=519865415 ) and Eternal Lords DLC are required.
Avatar spell:
Recultivate
Transforms all climes to Temperate and Tropic (can fail) on a target area of 2 hexes radius, restores Corrupted Well and Corrupted Spring Structures. Works in your domain only.
This is a good and universal way to counteract not only some spells from this mod, but also ‘Path of…’ abilities, Warp Domain and Dark Ritual spells.
Prerequisite skill: Terraformer
Air Master spell:
Icy Tempest
Powerful freezing tempest arises on a target area of 2 hexes radius, crushing trees, injuring and chilling everyone inside it. Applied debuff ‘Chilled to the bone’ decreases defence, hp regeneration and moving points.
Prerequisite skill: Wind Ward
Fire Master spell:
Fire Storm
Terrible fire storm is created on a target area of 1 hex radius, damaging and burning units and cities. Even terrain is scorched as a result. Applied debuff ‘Burned’ decreases defence, resistance, hp regeneration, morale and physical attack of units.
Prerequisite skill: Hellfire
Earth Master spell:
Earth Barrage
Huge amounts of earth are thrown up and then fall down creating almost impassable terrain for 2 turns (mountains on the surface, diggable walls in the underground). Units inside the area are damaged by 10 physical.
Prerequisite skill: Earthquake
Water Master spell:
Auspicious Waters
Your target city now likes waters, friendly units in the domain have Mariner. It works almost as "Domain of…", but has other effect on units.
Also, ‘Drench Land’ and ‘Freeze water’ spells are changed into:
Blighted Deluge
Deteriorative showers pour from above, causing illness in living, damaging machines and undead. Also target area is instantly converted into Wetlands, and Volcanic terrain becomes Temperate. Units on the territory are Drenched for 5 turns in combat, can get Enfeebling fever for 2 strategic turns or be Weakened for 2 turns if they are machine or undead.
Permafrost
Terrible cold descends on a target area, which becomes Arctic. Additionally freezes water in the territory for 3 turns, making it solid enough to walk over (except for units with only Seafaring or Swimming). Units in the area are Chilled to the bone (3 turns) and probably Frostbitten for 1 turn.
Most spells are expensive and (very) late game.