[Fire Spells] New Tactical Spells
Suggestions for new "hot" fire spells
Tactical Spells
1. Forest Fire - Trees on the tactical map are consumed by fire to become clear terrain - opens up the battlefield - affects 4x4 tiles
2. Melt Armor - Unit wearing metal armor suffer damage due to heat. Does not affect units wearing non-metal armor or no armor. You have a reason not to wear metal armor if you are going against a fire mage.
3. Rolling Fire - A large rolling ball of fire rolls forth from the caster in a straight line The first unit it hits (enemy or friendly) suffers full damage, the second unit it hits suffers half damage. Once selected it cannot be canceled!
4. Fire Light - Illuminates a darkened battle field by illuminating 1 tile around each tree. Useful if the enemy cast darkness on the map to reduce line of sight to 1 tile to render ranged attacks (by archers and magic users) useless.
5. Melt Helm - Heats metal helmets. May cause enemy unit wearing metal helmets to throw away their helmets (thus reducing their armor) and lose movement point for that turn. No effect if they are not wearing metal helmets.
6. Melt Weapons - Heats weapons with metal hand grips (short swords, long swords). May cause enemy unit to drop them if not wearing gloves. No effect on weapons with wooden handles (axes, spears, wooden staffs).
7. Wild Fire - Fire consumes terrain tile and spreads out to consume surrounding 8 tiles. Only affects a tile covered by grass. as the fire consumes the tender (grass) in that tile. The color of the tile changes to indicate that the ground has been charred. Spell cannot affect a tile more than once. Units have chance to run from fire. Mud (and other similar spells) dispels this spell. Range 2!
- Turn 1: Center tile consumed by fire. Units in the tile suffer damage.
- Turn 2: 1st tile; center, is safe, surrounding 8 tiles are consumed by fire. Any unit in surrounding 8 tiles suffer fire damage.
8. Greater Wild Fire (more powerful version of Wild Fire, affects greater radius). Range 2!
9. Wall of Fire - creates a wall of fire along (right side) side of 2 tiles. Units moving through or attacking through this edge take fire damage and must make a morale check. Units that fail their morale check do-not move that turn and may panic (i.e. if you order a unit to move through fire they may choose not to obey those orders or they may panic and flee the battlefield). Costs 4 mana.
10. Greater Wall of Fire - creates a wall of fire along (right side) of 4 titles. Costs 6 mana.