I was thinking about the spell Tremor.
Right now, it's a 3rd level earth sorcery spell, which (unless resisted) pushes effected units one plot away from the caster, and does nothing else.
Any unit which has mobility will still be in attacking range when the next turn comes about, and furthermore, its sole effect can be entirely blocked by one unit in the target plot. With all this, since tremor does no damage, it has a pretty high possibility of being useless.
Compare this to Tsunami, Meteor, pillar of fire, etc...
To remedy this, I propose the following options, to be taken in any combination.
Option 1) Add damage to tremor. Surely an earthquake which can toss a squadron a mile or will leave many of them with bruises and broken bones.
Option 2) Make tremor stun effected targets for one turn, (like entangling vines). This way, the caster has an extra turn to escape unharassed. And again, a cohort which has been tossed a mile will need some time to regroup.
Option 3) If the unit is to be pushed into a plot which an enemy (civ they are at war with) unit occupies, force combat. (Currently in this case, the unit is blocked from being pushed, completely negating the effect of the spell)
Option 4) Deal damage to "pushed" units if the end plot is impassible or occupied.
Option 5) Two plot push radius -- units which resist the tremor are pushed one plot, units which do not are pushed two plots. Added benefit of scattering stacks.
Option 6) Scattering -- units within the radius are not simply pushed directly away from the caster, but have a random chance of being pushed to the side as well (example
Code:
Current: Scattering:
X X X XXXXX
UUU XUUUX
changing XUCUX into XUCUX
UUU XUUUX
X X X XXXXX
(U is a unit, C is the caster, X is a plot that a pushed unit may end up in after tremor is cast)