|Spell Rarity||Very Rare|
|Spell Type||Global Enchantment|
Nature's Wrath is a Very Rare Global Enchantment belonging to the Nature Magic realm. In fact, it is the single most expensive spell in the Nature repertoire. For 1,250 it may be cast on the overland map to punish each rival wizard for casting Death or Chaos spells. The punishment is a random chance for each building and each unit in that wizard's Towns to be destroyed (except for Flying and Non-Corporeal units, which are immune). The spell requires an Upkeep Cost of 10 per turn to remain in operation.
Nature's Wrath punishes enemy wizards each time they cast a Death or Chaos spell by destroying some of their Town Buildings and units.
Triggering the Effect Edit
This only occurs on the overland map. Enemy wizards casting such spells during combat are not stricken by the effect.
Nature's Wrath's caster may never be considered the "offending wizard", even if he or she does use any Death or Chaos spells. Thus, the wizard who cast Nature's Wrath is totally safe from the ensuing destruction.
Town Building Destruction Edit
Each time the Nature's Wrath effect is triggered, each Town Building in each of the offending wizard's towns has to make a successful roll or be destroyed instantly.
The game rolls a random number between 1 and 100 for each such building. Any building that rolls 5 or less is immediately destroyed (a 5% chance per Town Building). There is no limit to the number of buildings that may be destroyed by one triggering of this spell's effect (even several buildings in the same city!).
Garrisoned Unit Destruction Edit
Each time the Nature's Wrath effect is triggered, each unit currently inside each of the offending wizard's towns has to make a successful roll or be destroyed instantly.
The game rolls a random number between 1 and 100 for each such unit. Any unit that rolls 10 or less is immediately destroyed (a 10% chance per unit). There is no limit to the number of units that may be destroyed by one triggering of this spell's effect (even several units in the same city!).
There is one important exception: Flying and Non-Corporeal units are completely immune to this destruction, and are not required to make any rolls to survive. They will never be killed by the spell's effects.
Nature's Wrath may be cast only on the overland map, for the substantial Casting Cost of 1,250. This makes it the most expensive spell in the Nature Magic realm, and thus the hardest to dispel. As stated above, the spell will do nothing unless a rival wizard manages to successfully cast a Death or Chaos spell. Each time that happens, the Nature's Wrath spell is triggered.
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.
You will receive an on-screen notification whenever any wizard has triggered Nature's Wrath. This allows you to keep track of which wizards are casting Death and/or Chaos spells, though it doesn't give you a report on what assets they lost as a result.
As a Very Rare Nature spell, Nature's Wrath 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.
Nature's Wrath 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 Nature's Wrath 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.
Nature's Wrath has a base Research Cost of 6,000, making it the most time-consuming Nature spell to research.
With at least 3 Spellbooks, the Nature's Wrath 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.
Nature's Wrath is an excellent way to severely weaken an enemy wizard who is using plenty of Death and/or Chaos magic. Such wizards must either stop casting spells altogether (if they have no magic from other Realms), or keep casting and be punished each time. Their only other option is to use Disjunction to dispel Nature's Wrath, but due to its high casting cost it is very difficult to properly Disjunct this enchantment!