While not so much spells as abilities, they should probably still go here:
First, some cavalry-improving tricks for heroes:
Grant the weaklings not a moment's rest - we shall hound them to the very gates of hell itself!
~Rosier the Fallen
Skirmish: Until next turn, all cavalry units in the caster's tile get 100% withdrawal, but lose strength equal to the withdrawal percentage gained. (i.e. a 25% withdrawal unit gets +75% withdrawal and -75% strength) Further, the affected units are restored to have 50% health remaining after withdrawing, unless they had less when attacking in the first place. Finally, they heal while moving.
Used by Rosier and Magnadine.
Victory or death!
~Valin Phanuel
Glorious Charge: Until next turn, all cavalry units sharing a tile with the user lose all their withdrawal, but gain strength equal to the amount lost. (i.e. a unit with 40% withdrawal loses that and gains +40% strength.) Further, these units gain the ability to attack multiple times in a single round.
Used by Valin and Magnadine.
A system change suggestion for balanced magic and randomness-fun:
Wait, what?
~Ben the Adept, after completely submerging a desert town.
Each spell cast in a round has a greater and greater chance to fail in a random manner, due to exhausting the mana sources.
Chance of failure is (5-mana)*total levels of spells of element cast so far this turn %.
(With 1 fire mana, the first circle of fire does not fail. The second has a (5-1)*2=8% chance to fail, the third (5-1)*4 = 16% chance to fail, and so on.)
A failed spell has any of the following effects:
5% chance to cast normally, only unresistable.
5% chance to twincast. (Or quadcast, if twincast is present)
5% chance to cast without applying 'casted' promotion.
10% chance to cast at the beginning of next turn, instead of now.
25% chance to fizzle.
25% chance to cast a different spell from the same sphere, randomly chosen. (can be summoning, sorcery or divine regardless of caster type)
10% chance to cast targetting allies (if negative spell) or enemies (if positive spell). Summoned units are created as barbarians in the closest free tile.
5% chance to do something completely random (falling cows go here, as does casting spells from different spheres).
5% chance to damage the caster, but grant a few experience points in return.
5% chance to take two effects from the above, instead of one.
Note that only multiple spells from a single mana type will trigger failure, and that 5 mana sources grant immunity.
's all for now.