AndrewDJ
Warlord
A couple thoughts on air spells:
Tornado and Thunderstorm should also destroy improvements in the tiles they affect.
For a Sorcery I air spell, I offer the following suggestions:
1. North Wind: Changes plains and grasslands into tundra
2. Fair Winds: When cast on a stack of ships, gives it +1 move for x turns.
3. Becalm: When cast on a stack of ships, prevents them from moving for x turns.
A suggestion for an Air Divine spell for the Overlords:
1. Whispering Winds: Target is driven mad by voices only it can hear, becomes a barb. Doesn't affect golems, demons, or undead.
2. Poisonous Fog: Caster is surrounded by a bank of fog that weakens enemies that enter it
Tornado and Thunderstorm should also destroy improvements in the tiles they affect.
For a Sorcery I air spell, I offer the following suggestions:
1. North Wind: Changes plains and grasslands into tundra
2. Fair Winds: When cast on a stack of ships, gives it +1 move for x turns.
3. Becalm: When cast on a stack of ships, prevents them from moving for x turns.
A suggestion for an Air Divine spell for the Overlords:
1. Whispering Winds: Target is driven mad by voices only it can hear, becomes a barb. Doesn't affect golems, demons, or undead.
2. Poisonous Fog: Caster is surrounded by a bank of fog that weakens enemies that enter it