This is an old revision of the document!
Earth is one of the eight Paths of magic, and one of the Elemental paths.
It is best known as a path with powerful buffs, both those that improve a large number of troops and self-buffs for thugs and supercombatants.
Nations with strong Earth magic tend to use their magic as force multipliers, using their spells to buff troops and thugs which engage the enemy in melee, rather than relying on summons or direct damage.
There is a notable gap in utility between Earth 1 and Earth 2 mages. E1 mages can do little in combat; E2 mages can cast Summon Earthpower to become E3, which allows them to do many useful things.
Some examples:
Troop buffs:
Self-buffs:
Earth magic can do a variety of other things. Some notable spells are Earth Meld and Maws of the Earth (disable and damage enemy troops), Earthquake (battlefield wipe), Blade Wind (shred lightly-armored troops), and Petrify.
As with the other elemental paths, Earth can Summon Earth Elemental; earth elementals are often weaker than the other types because of their low mobility.
Earth is also known as a forging path with a variety of useful items. A few standouts include:
There are some very powerful crosspath forging options as well:
Magic | |
---|---|
Concepts | Blood Hunting • Communions • Empowerment • Gems • Items • Magic Sites • Research |
Categories | Combat Magic • Ritual Magic • Notable Spells |
Paths | Fire • Air • Water • Earth • Astral • Death • Nature • Blood • Holy |
Schools | Conjuration • Alteration • Evocation • Construction • Enchantment • Thaumaturgy • Blood • Divine |