|Spell Rarity||Very Rare|
|Spell Type||Global Enchantment|
The following effects occur each turn:
Meteor Storm is a Very Rare Global Enchantment belonging to the Chaos Magic realm. For 900 it may be cast on the overland map to begin its continuous effect. Each turn while the spell is active, every unit that is not garrisoned inside a town will suffer a 4-strength Magical Fire Damage attack. Each rival town has a certain chance for one of its Town Buildings to be destroyed at random. The caster's own Towns, as well as the units inside them, are exempt. However, units outside of towns are at risk regardless of their ownership!
The spell requires an Upkeep Cost of 10 per turn to remain in operation.
Meteor Storm bombards the surface of both planes with a torrent of flaming rocks, striking creatures and towns alike. The caster's own towns are magically protected from the spell, but other assets continue to be bombarded until the spell is removed.
Fire Damage Attack Edit
Each turn, the game will run through each and every unit on both Planes. Every unit that is not currently garrisoned inside a Town will be targeted by Meteor Storm as described below. Neutral monsters guarding Encounter zones are exempt, and units inside Towns are also ignored.
Units stricken by the spell may roll for Defense as normal. Since this attack delivers Fire Damage, units possessing Magic Immunity and/or Fire Immunity are almost entirely impervious to it (there is only an astronomically low chance of them actually suffering damage).
Note that units then receive their normal per-turn healing effect, possibly regaining some of the lost damage immediately. This is more true for large creatures with plenty of Hit Points, units with innate healing properties, or units under the effect of restorative magic (possibly other Global Enchantments that are also in effect).
Town Building Destruction Edit
The town rolls a random number between 1 and 100. If the number comes up 1 (a 1% chance), one of the town's Buildings is destroyed.
When a town has failed a roll, the program randomly chooses which Town Building to destroy, from the list of buildings currently existing in that town. The number of buildings in a town does not affect the chance of one of them being destroyed - it's always 1% per turn.
Again, the caster's own towns will not lose any of their buildings to the Meteor Storm.
Meteor Storm may be cast only on the overland map, for the substantial Casting Cost of 900. Its effects, as described above, will occur at the start of each turn as long as Meteor Storm continues to exist.
If any of your own units or buildings is destroyed by this spell, you will be notified by a pop-up message at the beginning of your turn. You will not be notified when enemy towns or units are affected.
After casting the spell, its name will appear on the "Overland Enchantments" list in the Magic menu. The color in which the name is printed indicates which wizard controls the spell. If the player controls the spell, he or she may cancel it manually by clicking the name of the spell. The primary reason to do this would be in order to remove the spell's Upkeep Cost, thus conserving Mana for other spells.
As a Very Rare Chaos spell, Meteor Storm may become available to any Wizard who possesses at least 3 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least 10 Spellbooks.
Meteor Storm may not be acquired at the start of the campaign regardless of how many Spellbooks the wizard possesses. It must either be Researched during the game, or acquired through other means.
Wizards with 3 to 9 Spellbooks have a random chance of being able to Research Meteor Storm during the game. The chance for this spell to appear for research increases with the number of Chaos 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.
Meteor Storm has a base Research Cost of 2,250.
With at least 3 Spellbooks, the Meteor Storm 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.
Meteor Storm's primary function is to make it exceptionally more difficult to rely on Normal Units or other low-tier creatures. These units are generally far more susceptible to being destroyed by the meteors whenever they leave the protective cover of Towns, so advancing armies full of such units will likely end up being half-destroyed by the time they reach their target.
The Meteor Storm's caster can either sit back with his armies safely inside his own towns (which are protected from the spell), or use powerful (possibly Fire Immune/Magic Immune) units to patrol the area and/or head off to assault the enemy while he is weakened.
Furthermore, Meteor Storm carries out an economic attack on all rivals simultaneously by slowly destroying their towns. The number of towns in the world is important: the more rival towns there are, the more often one or more of them will lose a Town Building. With 50 rival towns on the map, a Town Building somewhere in the world will be destroyed once every two turns (statistically). This is still a little infrequent, but then again you are paying mainly for the Fire Damage attacks against wandering units - town building destruction is just a bonus.
Do not waste too much time - capitalize on the enemy's weakness. Units injured or killed by the Meteor Storm can be healed or replaced, as can Town Buildings. Strike the enemy at its weakest - preferably while the spell is still active!