Note: Edited (repeatedly) to include good suggestions and new ideas The consolidation of magic from the latest patch has left room for additional Spheres of spells to be implemented. And since Kael has shown the poor foresight of actually taking advice from forum posts, I urge you all to add your ideas for what those unimplemented spells should be. As a general rule, try to keep the spells simple and AI-friendly. And Kael, if the design for the Force, Ice, Creation and Dimension spheres is already done, let us know so we can stop clogging the forum with our wish lists. As always, thanks a ton to the design team for creating an awesome mod. I imagine more than a few of us own Beyond the Sword but have never really bothered playing it as Sid intended (save for the Ice scenario, of course). Ice 1) Frost: transform plains and grassland into tundra, transform tundra into snow. Everyone wants the lands of the elves to be covered in trees, hills for the dwarves, hell terrain for the Infernals and desert for the Malakim. I think this would allow the "cold civs" to have a similar terrain difference because, let's be honest here, being able to spread terrain favorable to your race is awesome. This spell does necessitate additional changes to the Illians and Doviello to really live up to it's potential (see additional changes section below). 2) Blizzard: like maelstrom but it does ice damage and temporarily terraforms the surrounds into cold terrain, like the End of Winter option. 3) Create Frost Giant: summons a permanent Frost Giant, similar to Wilboman. Creation - should passively increase production by 3% food by 5% (good idea stp) 1) Fabrication: by having the mage create manufactured goods the local trade routes become enriched. Creates a temporary building which improves trade yields for that city by 50%. 1) Enrich: transforms desert to plains and plains to grassland. See the additional changes section below for balance issues caused by this spell and proposed resolutions for said issues. 2) Transmutation: gold to copper and back, iron to gemstones and back, incense to regents and back. Maybe silk to cotton and back as well. This helps the builder to peacefully acquire missing resources and/or specialize a town for production or commerce. That and allows the incense dependent FoL and regent dependent Veil slightly more options in their resource acquisition. Also, the Kuriotates are the Creation Civ and this spell would help them especially. 2) Cornucopia: creates a temporary Building which grants +4 and retains 20% on population growth. Thanks Xienwolf. 3) Blessing of Amathaon: creates a random resource on the spot corresponding to the terrain it is cast on (more likely to get metal on hill, incense in desert, horse on plains, etc.). The caster loses their Creation III promotion. Creates a temporary building which gives all units built in the city a free promotion. Thematically, just as Amathaon was able to create the greatest dragon, Eurabatres, those watched over by her become paragons of their people. Dimension - I can see two different approaches to this sphere. One is simply to treat it like every other sphere and try to balance the spells accordingly. The other is to give it a really good passive bonus and then fill it with specialized spells. Metamagic is the sphere for damage dealing mages since it increases their spell damage and reduces the chance of their spells being resisted; I'd like to see Dimension become the sphere for summoners. Make it so every level of Dimensional magic the caster has increases the duration of the summon by one turn OR offers some sort of stat boost to the summoned creature (like heroic defense 1 at 1st level, heroic attack 1 at 2nd and then heroic attack and defense 2 at 3rd level). --- As a normal Sphere --- 1) Phasing: improves every unit's withdraw chances by a slight amount (10 - 20%). Promotion has a 25 or 50% chance of vanishing each turn. 2) Dimensional Gate: creates the like-named building in the city. Make it so this spell (or the Nexus) is the only way to get this very useful building 3) Banish: sends the targeted unit to another dimension (effectively this kills the unit on the spot). Has the same chance of being resisted as Dominate. --- As a specialized Sphere --- 1) Escape: this spell isn't very useful but really we're not taking this sphere for the spells 2) Phasing: improves withdraw chances 20%, has a 25% chance of vanishing each turn. 3) Dimensional Summons: casts a random tier 3 summon spell. If it isn't too difficult, have the civilization's mana influence the odds of which spell is chosen (more fire mana means a higher chance of getting a Fire Elemental, for example). Units summoned have the Strong promotion a promotion that grants Dimensional affinity and are picked completely randomly from all tier 3 summon spells. Force - every unit produced has a cumulative 3% 10% chance of starting with one or more energy resistance promotions (consider it a specialized form of the passive bonus of chaos mana) 1) Mage Armor: grants the caster a promotion identical to the Magic Resistance promotion but which gives them +20% resistance to every energy type and can be removed by Dispel Magic OR1) Magic Missile: targets the strongest enemy unit within two squares and does minor damage. Can not damage a unit below 75% health. 2) Force Push: like the old whirlwind spell 3) Favor of Dadga: grants each unit in the stack a promotion which makes it so the combat odds against them can never be below 50% (I think there was a Chaos spell that used to do this). Promotion has a 50% chance of vanishing each turn. 3a) Disintegrate: targets an enemy unit within 2 or 3 tiles of the caster and does 25 - 50% damage with no damage cap (so it can kill a unit). If the unit happens to be in a city than the spell reduces the city defense by 15%. To determine the target, every enemy unit in range has their strength compared WITH any city defense bonuses factored in and the highest number is picked. This gives preferential targeting to city defenders so you can capitalize on the spell's bombardment aspect as well. The idea is that the archmage is negating the charge of the electrons within a substantial portion of the unit (and possibly the town's fortifications). With the strong binding force temporarily nullified, matter sloughs off the affected area and scatters into it's component atoms, appearing to crumble and vanish to the observer. Or, if that is too much science for a fantasy setting, it simply destroys matter (conservation of energy be darned). AND3b) Avatar of Force: gives the caster +9 strength and Force affinity 1 for one round. This spell is gained when the caster first gains the Force 3 promotion and is lost after it's first use (making this like Lichdom for the Death Sphere since you are only casting that once per Death 3 caster). Basically, the archmage becomes a super-charged attacker capable of stomping on all but the most exemplary defenders... once and only once. This restriction would probably be enforced by having the unit gain a promotion after using the spell which disallows further uses of the spell. If anyone thinks of a more elegant way to enforce this, I'm all ears. Additional proposed changes to balance the new spells against the other spells1) to make the Creation 1 spell Enrich worthwhile, replace the Water 1 spell Spring with Water Walking and create a new the new spell Oasis for Water 2. Oasis would create an oasis on the tile but could not be used within 2 or 3 squares of another oasis (like the Pirate's Cove improvement). This way there would be a water spell that actually spread fresh water to additional tiles. 2) to prevent Vitalize from being weakened by Enrich, replace it with two Nature 3 spells: Terraform: Heat and Terraform: Chill. Terraform: Heat would transform ice into tundra, tundra into grassland, grassland into plains and plains into desert. Terraform: Chill would work the other way (desert -> plains -> grassland -> tundra -> ice). That way people can access all manner of lesser terraforming spells (Scorch, Enrich and Frost) at a relatively small opportunity cost and in so doing gain a limited control over their terrain. However, if they really want to fine tune the ground they're ruling over they need to invest in nature magic. Also note that I am looking for better names for these two spells than "Terraform: Heat and Chill". Any suggestions? 3) as is, Frost doesn't serve a real purpose beyond spreading favorable terrain for the Doviello and Illians to fight on. Like Scorch for the Malakim, you want a No Mans Land of favorable terrain around your empire but not actually in your cities fat crosses (since said terrain sucks yield-wise). I don't really like that; the elves can't cram enough forests in their fat cross and the dwarves generally want hills aplenty. To encourage the Illians and Doviello to use the spell domestically I would have their palaces make tundra yield one extra food (equivalent to grasslands) and snow yield one extra food and production (equivalent to plains). This is functionally similar to the Lanun palace's improving the food yield of water tiles. I'd even like for the Illians and Doviello to be able to build improvements on tundra and ice as though they were grassland and plains respectively but I don't want to ask too much. 4) Creation mana should probably be unlocked with the Sorcery technology, like Metamagic mana. This is partly because Enrich is very powerful as a 1st level spell AND to give the Kuriotates an early domestic advantage since they should receive Creation mana from their palace (they being the creation civ).