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combines very well with other fatigue spells as well of course.
Typically only really worth using if the enemy units have lower MR then yours though.
In that case, I'd say it's a good use of gems in most big battles.
"Units suffer an extra d6 of Fatigue when attacking, and an extra d4 of Fatigue for moving
one square, and each square costs an additional Action Point."
Units here should be understood as 'Enemies who fail a MR + 4 check'.
This is potentially a great spell, but really needs penetration boosters.
No idea if this is actually good against Atlantis, but might be among the best at USING it, because they can forge both Rune Smasher and the astral penetration boosters.
A shame they don't have ranged units to benefit from the enemy's slow advance by shooting at them, but you can always use Evocations instead.
Nope.
It used to be good, now it hits so few things that the weak effect isn't really worth using. If you're pen-boosting there's better stuff to cast. If you have a surfeit of earth mages, and pen gear in the lab, and you're already pursuing a fatiguing-out strategy, well sure, cast it, but you might be better off just leaving that gear in the lab and spamming earth elementals to buy more time for your other fatigue spells to do their work, overall.