Ahriman
Tyrant
Some suggestions for starting to fill in the design document:
Elemental magic design:
Elemental casters: (available to all factions that can get elemental magic)
Elementalist: Requires Elemental Magic tech. Strength 4, starts with Channeling 2, gets 1 free promotion.
Can learn fire/water/earth/air/ice magic 1 and 2 (with the appropriate techs).
Upgrades from Hedgewizard. Does not have level requirement, and can be built normally; level requirements like in FFH would mean this unit would never get built.
Elemental master:
Requires a new tech "Elemental mastery". This tech costs at least 2000 beakers (Education should also be raised to 2000 beakers at least), and requires Elemental magic and at least one of the Master of Fire/Water/Earth/Air/Ice techs.
Strength 6, starts with Channeling 3, gets 1 free promotion.
Can learn fire/water/earth/air/ice magic 1 and 2 and 3(with the appropriate techs).
Cathay: Earth and Water
Araby: Air and Fire
Ind: Fire and Earth
Nippon: Water and Air
Ice doesn't feel thematic for any of these - is it important to include? Why not bundle it with water?
Elemental magic needs to be different from Winds magic. Here is one way of doing this.
First, elemental factions don't need a College to build mages. But: you are limited to 6 elementalists and 4 elemental masters of all types.
Second, factions that can get elemental magic only have access to 2 elements, whereas the Empire and high Elves can get all 8 colleges, and many of the other factions should access 3-4 different lores.
Third, elements should be less specialised than lores, but overall weaker than their strengths (and stronger than their weak points.
All Elemental spheres should have a summon, a promotion-giving enchanment and a damage spell of medium strength.
Lore magic should be specialised, each should focus on one or two of Summons, Damage, Buffs, Curses, or Utility/Enchantment. They can have spells that have different effects, but these should be weaker.
So: Lore of Fire can have strong destruction/damage spells, and weak summons and buffs, and no curse spells.
But Master of Fire will have weaker destruction spells, but stronger summons.
Elemental magic design:
Elemental casters: (available to all factions that can get elemental magic)
Elementalist: Requires Elemental Magic tech. Strength 4, starts with Channeling 2, gets 1 free promotion.
Can learn fire/water/earth/air/ice magic 1 and 2 (with the appropriate techs).
Upgrades from Hedgewizard. Does not have level requirement, and can be built normally; level requirements like in FFH would mean this unit would never get built.
Elemental master:
Requires a new tech "Elemental mastery". This tech costs at least 2000 beakers (Education should also be raised to 2000 beakers at least), and requires Elemental magic and at least one of the Master of Fire/Water/Earth/Air/Ice techs.
Strength 6, starts with Channeling 3, gets 1 free promotion.
Can learn fire/water/earth/air/ice magic 1 and 2 and 3(with the appropriate techs).
Cathay: Earth and Water
Araby: Air and Fire
Ind: Fire and Earth
Nippon: Water and Air
Ice doesn't feel thematic for any of these - is it important to include? Why not bundle it with water?
Elemental magic needs to be different from Winds magic. Here is one way of doing this.
First, elemental factions don't need a College to build mages. But: you are limited to 6 elementalists and 4 elemental masters of all types.
Second, factions that can get elemental magic only have access to 2 elements, whereas the Empire and high Elves can get all 8 colleges, and many of the other factions should access 3-4 different lores.
Third, elements should be less specialised than lores, but overall weaker than their strengths (and stronger than their weak points.
All Elemental spheres should have a summon, a promotion-giving enchanment and a damage spell of medium strength.
Lore magic should be specialised, each should focus on one or two of Summons, Damage, Buffs, Curses, or Utility/Enchantment. They can have spells that have different effects, but these should be weaker.
So: Lore of Fire can have strong destruction/damage spells, and weak summons and buffs, and no curse spells.
But Master of Fire will have weaker destruction spells, but stronger summons.