Strikes the target town with the following effects:
Earthquake is a Rare Instant Spell belonging to the Nature Magic realm. It may only be cast on the overland map. For the base Casting Cost of 200, it will strike a targeted town with a powerful earthquake. Each Town Building in this town has a separate 10% chance of being destroyed immediately. Also, each units that does not possess either the Flying or Non-Corporeal abilities has a separate 15% chance of being destroyed immediately.
Earthquake can randomly destroy any number of Town Buildings or units in the targeted town.
Town Building Destruction Edit
Each building that has rolled 10 or less is immediately destroyed (a 10% chance per building).
This effect can destroy any number of Town Buildings simultaneously - depending only on the results of each roll. There is no way to decrease the odds of each building being destroyed.
Unit Destruction Edit
Any unit currently located inside the targeted town also has to roll a random number between 1 and 100.
Flying and Non-Corporeal units are completely immune to this effect. All other units are not immune, and in fact cannot reduce the odds of destruction regardless of what abilities they have or what spells are cast upon them.
This effect can destroy any number of units simultaneously - depending only on the results of each roll.
Bypassing protection Edit
Earthquake ignores any protective spell on the targeted city, such as Nightshade, or Nature Ward. Whether this is a bug or an intended feature is unknown, but it is likely intended, following the logic of Crack's Call, a combat earth spell, also bypassing Magic Immunity.
When the spell is cast, the game automatically opens a town-information window showing the contents of the target town. Units in the town are not shown unless a friendly unit is within scouting range.
A few moments later, the screen will shake violently for a second. After this effect dies down, any destroyed buildings will immediately be shown turning to rubble. Destroyed units will disappear from the town's garrisoned-forces list, if it showed any units to begin with.
As a Rare Nature spell, Earthquake may become available to any Wizard who possesses at least 2 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least 10 Spellbooks.
Customized Wizards possessing 11 Spellbooks at creation time may choose this spell as one of their default spells before starting the game, in which case the spell will already be researched and available for casting immediately on the first turn.
Wizards with 2 to 9 Spellbooks have a random chance of being able to Research Earthquake during the game. The chance for this spell to appear for research increases with the number of Nature Spellbooks the Wizard possesses or obtains during gameplay. With 10 or 11 Spellbooks, the spell is guaranteed to appear for Research at some point, if it is not already available for casting.
Earthquake has a base Research Cost of 1,300.
With at least 2 Spellbooks, the Earthquake spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.
Earthquake is an potent way of causing damage to a rival Wizard's infrastructure, especially when targeted at a town containing many buildings or units. It can bring down walls, destroy buildings that took many turns to construct, and/or kill off the units protecting the town. The spell may be cast passively (to cause damage and force the enemy to waste time and resources rebuilding the lost assets) or actively (to soften-up the town prior to an invasion).
Naturally, the more Town Buildings and/or units there are in the targeted town, the more damage can be done potentially. Also, there is a statistically higher chance of destroying at least one asset in such a case. Casting Earthquake on a small, unprotected town may be wasteful.
Note that it may also be strategically smart to cast Earthquake on a town where a powerful enemy unit is present, as it has a flat 15% chance of destroying that unit. This can be a good way to try to destroy a powerful enemy Hero or Fantastic Creature, especially if you lack other spells capable of doing so.