It is a true joy to download and dissect your modmod, Magister.
I learn many things from your code.
Also, rest assure that I will
steal some of your idea for my personal modmod (Creation, Force and Dimensional spells, to mention a few, and of course how you made Promotion_Vampire enables learning death spells...)
A quick question : what is the spell for Water II? It seems I couldn't find it.
Probably a bug : You wrote effectHeraldsBlessing, but actually there is no effectHeraldsBlessing in python. Perhaps it is effectHeraldsCall instead?
I'm actually not that happy with all my spells, especially in the Creation sphere. Creation I-III and Force II were essentially just placeholders I chose to use while I sorted out the bugs in older python spells that mysteriously broke/come up with a better Mind I spell so I can have a Creation spell called Inspiration. (Actually, I'm not sure I still have the code from those versions so I'd have to rewrite them from scratch if I want to go back to the old functionality.)
Vampire allows learning Death, Body,
Mind, and Shadow spells (level 1 and 2). Similarly, Druidic allows Nature I-III, Life I-III, and Creation II-III.
I didn't make the promotions give special permission like I might have in an FF based mod, I simply make all spellspheres availible to more unitcombats and added alternate prereqs. Units taught by Govannon might not gain any spell spheres, but if they get Channeling promotions you can pick them yourselves. In case no one has noticed yet, Govannon's ability to Teach Magic is no longer a spell, but a completely passive ability that does not prevent him from being used like a regular Archmage. It is a perTurn effect of the Magically Liberal promotion, which can never be purchased and only he starts with but which can spread to his students. It is not as common, but he can train Channeling II and even Channeling III too, although the latter requires repeatedly risking his like in the Cave trials. (He needs to become The Caswallawn in order for you to make your whole army Archmage equivalents.) Channeling promotions were removed from Priests and Druids mostly to prevent abusing Govannon too much. (Priests and High Priests of Winter still use Channeling promotions, at least for now, but I don't expect many of them to be on the same team as Govannon.)
Water II has no spell; instead, the promotion includes all the effects of Water Walking. It is functionally the same as in normal FfH, except with
slightly less micromanagement and a less clutter from too many promotions.
The main reason for removing the Water Walking spell was so that i would not have 2 spells with the same name and different effects; Speakers (High Priests of the Overlords) have been given a second spell which allows them to give a
Temporary Water Walking promotion to a whole stack. Stygian Guards lost the ability to move in Oceans, but both they and Drowns gain that ability with Theology. (In this version OO is weaker early on, but extremely powerful in the late game.)
I eventually may remove the normal Water Walking promotion (or rather remove the temporary variety and make the normal one temporary), as I believe I can just use the CanMoveAllterrain tag in the unit defines of the units that use it.
The one other spell sphere promotion without a spell is Dimensional II. It actually does have a spell, but not one cast by the unit with the promotion.
Abjure is instead cast by summons, who are sacrificed ("sent back to their home plane") in exchange for giving the Dimensional II unit their xp.
Yeah, I meant to use effectHeraldsCall. The main point of that promotion was to allow the Mercurians to get angels from units killed by the spell, which was not happening in FfH's method of giving the units limited duration. I think moving the python from the spell to the pyPerTurn effect makes the code slightly more efficient too, at least in stasks with a lot of non-living units.
So, what do people think of the Blue Dragon idea?
I never got around to checking if this works with the scenarios. Has anyone else? I know I'd have to remove some Channeling I promotions to prevent too many units from accessing too many spell spheres, but I'm not sure if they would load right or not as I don't have it saved under the default FfH name.