|Spell Rarity||Very Rare|
|Spell Type||Global Enchantment|
Nature's Wrath is a Very Rare Global Enchantment from the Nature 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. The Wizard who triggers this effect, by casting a Death or Chaos spell, is hereby referred to as the "offending wizard". Nature's Wrath's caster may never be considered the "offending wizard" however, even if they do use any Death or Chaos spells. Thus, the Wizard who cast Nature's Wrath is completely safe from the ensuing destruction.
Triggering the Effect Edit
Nature's Wrath is only triggered on the overland map. Rival Wizards can continue casting Chaos and Death spells during combat without having to worry about the effect. On the other hand, Nature's Wrath may strike an offending Wizard's cities repeatedly during the same turn, should that Wizard cast two or more spells from the Death or Chaos Realms. However, this only applies to the human player in the official game, as computer-controlled Wizards are inherently incapable of casting more than one overland spell per turn; both in v1.31, and in Insecticide. This feature is added in the Unofficial Patch 1.50 though, increasing the usefulness of this spell against AI Wizards.
Town Building Destruction Edit
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Each time the Nature's Wrath effect is triggered, every Town Building in each of the offending Wizard's Towns has a chance to be destroyed instantly. The game rolls a random number between 1 and 100 for each such building. Any building for which the result is 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, every unit currently garrisoned inside one of the offending Wizard's Towns also has a chance to be destroyed. For this, the game rolls a random number between 1 and 100 for each such unit. Any unit that gets a result of 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 effect either (even several units in the same city!). However, there is one important exception here: Flying and Non-Corporeal units are completely immune to this destruction, will never be harmed by the spell's effects.
Nature's Wrath may only be cast on the overland map, for a base Casting Cost of 1,250. After successfully casting it, the spell's name will appear in the Overland Enchantments window of the Magic Screen, printed in the banner-color of the controlling Wizard. It may be manually cancelled from here by left-clicking on its name at any time when this screen is available (i.e. outside of combat, during the player's own turn). Naturally, Nature's Wrath may only be cancelled by the Wizard who currently controls it, other players can only remove it via Disjunction / Disjunction True, or Spell Binding.
To keep this spell in effect, the controlling Wizard must pay an Upkeep Cost of exactly 10 at the beginning of every turn - regardless of how many targets it is affecting, or what Spellbooks and Retorts are present in the Wizard's profile. Failure to pay this cost due to lack of Mana will cause Nature's Wrath to dissipate, immediately removing all of its benefits.
If Nature's Wrath is cast by the human player, then they will receive an on-screen notification whenever any Wizard has triggered its effect. This allows them to keep track of which Wizards are casting Death and/or Chaos spells, though it doesn't give a report on what assets they are losing as a result.
As a Very Rare Spell of the Nature Realm, Nature's Wrath may become available to any Wizard who acquires at least 3 Spellbooks. With any less, the spell can not be learned during the campaign. This is the minimum requirement for it to be traded for, appear in Treasure, or be found in the spoils of victory when conquering the Fortress of a rival Wizard who already knows it.
The base chance for Nature's Wrath to be researchable (at some point) in the campaign is roughly 10% (with 3 books), which gradually increases with the amount of Nature Spellbooks possessed or found during gameplay. With 10 or more, the spell is certain to show up sooner or later, unless acquired from another source. It has a Research Cost of 6,000, although its research is quicker for Wizards possessing the Sage Master, and/or Nature Mastery Retorts; or a bookshelf containing 8 or more.
Nature's Wrath may not be acquired at the start of the game, regardless of the amount of Nature books selected from the starting picks. It must always be either researched or found. However, a bug exists in the official game, that may occasionally allow Nature's Wrath to be researched with only 2 books despite its Rarity. This can happen if, and only if, the second Nature Spellbook comes from Treasure, as it then allows a random Very Rare Spell to be researched, which has a flat 10% chance of being this spell. This oversight is corrected in the Unofficial Patch 1.50.
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, Disjunction True, or Spell Binding to remove Nature's Wrath, although due to its high Casting Cost, it is very difficult to successfully Disjunct this enchantment!