Wiki:
Wellspring of Life
Forums:Circles: Earth, Biomancy
Descriptor: Healing
Tier: 4
Research Cost: 1000
Casting Cost: 300
Power Increase Cost: -
Area of Effect: Single City
Duration: Persistent
Maintenance Cost: 2 Mana Per Turn
Spell Resistance: -
Allows Savings Throw: -
Applicable Saving Throw: -
Saving Throw Effect: -
Effect: City Buff
Increase Effect: -
The healing powers of Earth are called upon to create a Wellspring of Life. As long as the upkeep is paid, any army ending its turn in the target city will have its units healed of all damage and negative effects.
Nature's Cures discussion here
Farmer's Resolve discussion hereCircles: Earth? / Biomancy
Description: Restores all units in a targeted stack to full health.
Veins of Power discussion hereCircles: Earth / Biomancy
Description: Increase the food production of enchanted city by 15%.
Roots of Power discussion hereCircles: Earth / Mentalism or Biomancy
Description: Enchanted city produces +1 mana point for each tile of mountain in its area of influence. (this spell has no upkeep cost)
Stream of PowerCircles: Earth / Mentalism or Biomancy
Description: Enchanted city produces +1 mana point for each tile of forest in its area of influence. (this spell has no upkeep cost)
Natural PowerEarth/Mentalism or Biomancy
Enchanted city produces +1 mana point for each tile of river in its area of influence. (this spell has no upkeep cost)
Hardy Souls discussion hereCircles: Earth / Biomancy
Description: Enchant a city to draw +X power (mana) from a terrain type chosen at the time of casting.
Earthbind discussion hereCircles: Earth / Biomancy
Description: Desert and Tundra tiles in enchanted city's area of influence produce +1 food and +1 production.
Brambles discussion hereCircles: Earth / Biomancy
Description: Enchanted creature loses flying.
Earth to Mud via circle change discussion hereCircles: Earth / Biomancy
Description: Target map tile is filled with brambles. Squares affected by brambles have movement cost of 4. Additionally any non-flying unit occupying or entering the tile takes physical damage. Maintaining a patch of brambles costs 1 mana/turn.
Conjuration discussion hereCircles: Earth / ?
Description: Change a 5x5 area of the battlefield to mud, slowing all non-flying/floating units.
Living Mine discussion hereCircles: Earth / Summoning
Description: All summoned creatures you control gain [some bonus] in battle.
Living Mine MK2 discussion hereCircles: Earth / ?
Description: If cast on a mine makes it work without needing workers, spewing out production in exchange for mana upkeep.
Dust to Dust discussion hereCircles: Earth, ?
Description: Creates a handful of living mines hidden in the battlefield. Enemies that enter their tiles are attacked as the mine erupts, causing rock fragments to hurl on the unit. Each mine disappears after one use.
Gaia's Blessing via circle change discussion hereCircles: Death, Summoning
Description: Unit creation spell. Gathers up the dust of corpses from all around the land and forms it into an undead mass. Counts as a swarm unit that attacks by enveloping units and trying to suffocate them in itself.
Nature's Bounty via circle change discussion hereCircles: Earth / ?
Description: Increase the Growth stat of the surrounding tiles, thus increasing the max pop of the target city.
Untamed Wilds discussion hereCircles: Earth / Augmentation
Description: All resources on tiles you control provide double their bonus.
Impassable Terrain alternate hereCircles: Earth / Augmentation
Description: Forests, jungles and swamps start spreading slowly consuming all-non ocean terrain squares. All animal and earth units gain a bonus to their attack, defense and saves. Additionally wild game has a chance to spawn on any forest square near your city that doesn't already have one.
Notes: I like large scale terraforming spells but this also makes earth units stronger and adds wild game to offset the food production you might lose from the loss of plains. Could be biomancy too.
Strands of PowerTactical - 4x1 tiles become impassable
Natures CuresStrategic - Target City gains +1 Power for each _named_ terrain in its radius
TransmuteStrategic - Target stack gains full HP
Great HarvestStrategic - Alter target Ore
Unchanging WorldStrategic - All your Cities produce +15% food.
WebStrategic - disallow any terraforming
Alter Terrain(Tactical, immobilizes for 2 turns, drops flying)
(Strategic, lowers/raises terrain)