Lots of updated spells, mechanics, and uhh... stuff.
Spell: Path of Inferno - tac:
Unit buff, most likely an innate to a powerful fire elemental.
Could also be very "interesting" as a debuff on something that is not immune to fire...
Every tile the infernal unit steps on will be set on fire for 5 turns or so, doing damage comparable to a Fireball.
That unit should ideally have a negative Vulnerability.Fire so it creates it's own healing device as it moves.
Probably fitting for a very powerful elemental. Setting adjacent tiles on fire could be it's sole means of attack.
Spell: Brittle Armor - strat / tac: Proc Buff
reduces the efficiency of the target's armor by 10%, 5% if it saves against Vulnerability.Water.
Armor hit by the "cold weapon" is more brittle and liable to break.
Spell: Brittle Weapons - strat / tac: Buff (OnHitProc)
reduces the efficiency of the attacker's weapons by 10%, 5% if it saves against Vulnerability.Water.
Blades dull/break more easily and clubs could splinter.
Spell: Blood Boil - tac: Irresistible Debuff / DoT.
Slowly heats up a unit's blood, starting with 1 damage / turn.
Every turn, the unit gets to save vs Vuln.Death. If it fails, the damage doubles and stays at this higher level.
Since the spell damage doubles, it can reach regions where it is still effective against the 1200+ HP units in the late game - unlike
"regular" nukes that do hurt such a unit for maybe 3-5 %.
The starting damage could also be related to the unit's max HP instead of being 1.
Spell: Heroic Resolution: tac: Buff.
On cast, the unit gains +15% max HP and +15% current HP. Every turn afterwards, the max HP are reduced by 3 %.
A hurt unit like at 78 / 100 would be at 89 / 115, not at 93 / 115. That should limit the use as a plain heal spell.
Spell: Divine Intervention: strat / tac: Adaptive heal spell. Should have considerable casting time.
This spell heals (( HP.Max - HP.Cur ) * 0.6 )
A unit at 90/100 heals to 96/100 but one at 10/100 heals to 64/100.
Spell: Engulfing Mound - tac: Tile enchantment. A mound of earth rises from the ground swallowing any unit that might stand on it.
An enemy unit can resist that and be moved to a random adjacent tile on success.
Once a unit is swallowed, it is out of the fight. It can only attack the mound form the inside, eventually reducing it's HP to zero and destroying it.
Units on the outside cannot attack the swallowed unit so friendly units can be protected with that.
Hostiles would have to hack through the mound from the outside to uncover the hidden unit again.
Spell: Entangling Vines - tac: A forest square gains the ability to "attack" adjacent units, entrapping them.
This is a Life spell attack, that the target unit can resist completely. On failure it is trapped.
It can not move or attack anything but the adjacent forest square (an invisible unit perhaps?), freeing itself once the "vines" are destroyed.
As a result, this "forest" can usually only attack one unit. If it is not destroyed quickly, it could entrap more
than one (weak) adjacent unit, one per turn.
As you see, even the boring Life or Earth books can have some interesting effects.