Since we had a thread about summoning spells, the equivalent for friendly unit enchantments (hostile unit enchantments are a different category). Standard rating system: 1/5 is grossly underperforming, 3/5 is reasonable, 5/5 is grossly overperforming.
- Resist Elements: 3/5. This spell is very situational, but it's also cheap, and when you need to break a nature node filled with sprites it's handy.
- Giant Strength: 3/5. Nothing amazing, but doesn't feel like a wasted spell.
- Stone Skin: 2/5. I'd like this spell better if it were 8 instead of 10.
- Water Walking: 4/5. It's a lot more convenient than ships.
- Path Finding: 4/5. You only need one units, but double move overland is very nice.
- Elemental Armor: 1/5. Seriously, 35 mana for that?
- Iron Skin: 3/5.
- Regeneration: 3/5. Yes, regeneration is awesome, but it's expensive.
- Resist Magic: 1/5. Resisted spells are just not a big worry, and you have to cast it on all possible target units.
- Guardian Wind: 4/5. Basically the only way to beat a halfling city with slingers in the early game.
- Spell Lock: 1/5. Does this spell even work?
- Flight: 5/5. Spell should be something like upkeep 5. Main reason not to cast it is because the enchantment is even better.
- Invisibility: 3/5. Like regeneration, it's a great spell, but expensive.
- Wind Walking: 2/5. Wind Walking is an awesome effect, but for the cost you're better off with Jaer or a djinn.
- Magic Immunity: 4/5. Cost should be on a par with regeneration and invisibility.
- Haste: 3/5. Yes, it's impressive, but there are a lot of things you can do with 50 mana in combat.
- Eldritch Weapon: 2/5. At the time you get this spell, it's about as good as +1 sword with the typical foes you're facing. It's eventually a bit better, but it's never all that impressive.
- Chaos Channels: 4/5. Only problem is you need to figure out how to get them to Elite before casting it on them and you don't want to cast it on heroes, otherwise it would be 5/5. Arguably it should still be 5/5, flight and +3 shields are both worth well over 50/0, and flame breath isn't worthless and can easily be avoided by casting on units with ranged attacks.
- Flame Blade: 2/5. For 25 mana I expect more.
- Immolation: 4/5. Only good because it's bugged and works on ranged attacks.
- Bless: 3/5. It's a situational +3 shields
- Endurance: 3/5.
- Holy Weapon: 3/5.
- Holy Armor: 2/5. Doesn't work on fantastic creatures, and slightly expensive for the effect.
- Heroism: 5/5. The reason none of the other common life creature enchantments actually get used much; cast on a Green unit it's equivalent to +2 all attacks (flameblade, 25), +1 defense (stone skin, 10), +1 life (no equivalent, but probably worth ~10), +1 to hit (magic weapon, 10). Even on a Veteran unit it's providing around 30 mana worth of bonuses.
- True Sight: 3/5.
- Planar Travel: 3/5.
- Lionheart: 5/5.
- Invulnerability: 4/5. Ironskin subtracts an average of 1.5 hits, for 35. Invulnerability subtracts 2 hits and applies weapon immunity, for 40.
- Righteousness: 3/5.
- Cloak of Fear: 2/5. Too much stuff is immune or uses attacks that don't care.
- Black Channels: 1/4 or 4/5. If you can cast it on trolls it's awesome. On anything else, it's mediocre to terrible.
- Berserk: 3/5.
- Wraith Form: 3/5. Immunity to Crack's Call.