Alteration
Body: Haste, Regeneration, Flesh Golem
No change here. (but see my suggestion at the end)
Creation/Nature: Growth, Fertility, Vitalize
These two spheres are quite similar thematically, and with some spells from each going other places they combined perfectly.
Metamagic/Enchantment: *New Spell, *Enchanted Blade, Spellstaff
See Creation/Nature, above.
Law/Force: Loyalty, *Valor, Wall of Force
Wall of Force fits well with Law, and Force is now otherwise non-existent. Valor gets a significant change and moves down a level to be the offensive version of Stoneskin.
Divination
Mind: Inspire, Charm, Dominate
No change here.
Life: *Sanctify, Cure Disease, Resurrection/Birth
Destroy Undead always seemed far too specialized for a level 2 spell, but occasionally useful, so now its still there but has other functions. Cure disease gets added in as thematically perfect, possibly freeing up some more variety in divine spells. Birth is there so that there is a reason to make getting Life 3 useful more often.
Spirit: Courage, *Host of the Einherjar, Trust/Spirit Guide
Hope moved so that each mana node tech would lead to a city improvement spell, and Host moved it to make the level two summon non-alignment themed. Spirit Guide is added for the same reason as Birth was in Life.
Sun: *Blur, Blinding Light, *New Spell
Scorch went over to Fire, freeing Sun up to be more army-support themed. The new spell is there to give people a few more options for damaging spells.
Elementalism
Elementalism received fewer changes than the other three categories. The level 3 summons with affinity are still there, encouraging specialization in a single element. Ice got simplified a little bit to take out the different-but-similar spells for arcane and divine, and to bring back another damage spell possibility.
Air: *Arcane Eye, Maelstrom, Elemental
Earth: Wall of Stone, *Stoneskin, Elemental
Fire: *Scorch, Fireball, Elemental
Ice: *Ice Elemental, Stasis Curse, Snowfall
Water: Spring, *Water Walking, Elemental
Necromancy
Chaos: *Hope, Mutation, Wonder
Dance of Blades gets cut for redundancy, so Hope got moved over to give Necromancy a city-boost spell.
Death/Entropy: Skeleton, *Rust, Lich/Wraith
Summons make sense for Death, which is why skeletons are still there. I felt that it should do something else, though, so Rust and Wither got melded and brought over to replace Spectres.
Dimensional: *Treetop Defenses, *Escape, *Teleport
Escape and Teleport are both upgraded a level to balance out their new ability to affect multiple units, with pushed out Gate and made it less useful. A less terrain-specific Treetop Defenses fills the level one hole, making Dimensional mages ideal army escorts.
Shadow: Slow, Shadowwalk, New Spell
The new level three spell to replace Mistform (cut for redundancy with Elementalism) is the closest thing in this rework to an entirely new spell.
Changed Spells
Enchanted Blade Affects all units that can use Bronze/Iron/Mithral weapons
Makes the spell less specific and allows it to absorb several other single-unit-type buffs.
Rust When cast on units that do not have a weapon promotion, inflicts Withered
Makes Rust a level 2 spell and now useful against people without weapons.
Escape Now affects all units in the stack
Teleport Now affects all units in the stack
Sanctify Includes slightly weaker Destroy Undead effect
Because both Sanctify and Destroy Undead were very situational.
Arcane Eye Re-themed to be an Air-related scouting spell.
Water Walking Affects all units in the tile, but only for one turn (so the Mage has to stay with the units and keep casting until they hit land again)
No longer mage-only, but in compensation prevents the caster from using other spells while moving.
Scorch Includes the effects of Smoke
Now a more accurate mirror of Spring.
Blur New picture representing a heat shimmer
Stoneskin Affects all units in the stack, +2 defense power, Heal 10% after combat, removed after combat
Simplified and slightly de-powered, but now no longer mage-only.
Valor Affects all units in the stack, +2 attack power, Heal 10% after combat, removed after combat
Changed to be the offensive version of Stoneskin.
Treetop Defenses Now works on any terrain, but the units may not move next turn. Also, re-themed to represent Dimensional magic
So now its useful when there are no forests. The one-turn wait is to balance the significant increase in usefulness.
Hope No longer provides free Courage promotion, re-themed to be a Chaos-based entertainment act.
Courage was not Chaos themed, plus now all of the city-buff spells except Wall of Force are Adept-level.
Ice Elemental Now has zero base strength (but still has Ice Affinity)
Always seemed like a weak level 2 summon, now its a weak level 1 summon with the potential to become a quite strong level one summon in the late game.
Host of the Einherjar Re-themed to be a neutral spirit, normal strength instead of holy strength
Having two identical summons themed for different alignments was even more redundant than most, so now theyre combined. If possible, having the special damage type be based on the alignment of the casting civilization (or even a different unit based on alignment) would bring back some of the old flavor.
New Spells
Shadow 3 Grants hidden to caster and all units in the stack, so long as the mage remains with them. Cannot be cast while inside enemy territory (so once a unit becomes visible, you have to leave to recast it
I always thought Shadow should have something to do with invisibility, and judging from this thread Im not alone. Thats why I felt comfortable with this spell, which is the closest thing to an entirely new spell Im suggesting.
Sun 3 (Sunburn) Like Maelstrom, but only hitting enemy units
More options for damaging spells, but with a twist to make it worth Level 3.
Enchantment 1 Creates a building that increases provides a small amount of production and trade (probably 2). The theme being that the unit is setting up shop in the town and enchanting things
A nice complement to the other city-buffs, similar to Inspiration or Hope.
Spells that go somewhere else
Fair Winds Becomes Arcane Barge only
It was only used on naval units anyway. It should probably be improved slightly to balance out not being available as soon.
Dispel Magic Now a Mage/Archmage ability that requires Arcane Lore
Frozen Lands Becomes High Priest of Winter only
Smoke Rolled into Scorch
Wither Rolled into Rust
Destroy Undead Rolled into Sanctify, effect weakened to balance out being available earlier
Summon Frostling Now Illian only, similar to Sand Lion
The Force 2 ranged attack Becomes a default ability of Mages, with Archmages getting a slightly stronger attack
Summon Pit Beast Host of the Einherjar now covers both.
Spells that are actually gone
Dance of Blades redundant with Valor, now.
Poison Blade, Flaming Arrows redundant with Enchanted Blade, now.
Summon Djinn, Aurealis, Spectre redundant with other summons
Summon Mistform Level three summons are now the sole property of Elementalism and Death Mana. This is the one spell that I cut that I feel should still be available somehow, just more rare. Possibly a Gibbon Goetia only spell.
Accelerate Ive never actually been able to use this spell for some reason, but as near as I can tell its redundant with Haste.
Create Portal With Escape and Teleport being more useful, this becomes much less useful and its spot went away.
Other mana-related issues
The elements all have summons with affinity bonuses, as does Death, and Nature has actual units with affinity bonuses. But I think that the others should all have cumulative effects. Chaos can get Earth's chance to discover resources (being chance based, after all), Shadow gets the old Entropy effect, and Sun could give a small percent-based culture boost, like mind does to research.
For Dimensional, I was thinking increased road movement, but that seems like the kind of thing that would be easy to abuse. Another option would be (if possible) to lower terrain movement penalties within your borders.
Lastly, in this system all of the palaces easily convert to the slightly smaller variety of mana (no palace produces both of any of the four pairs that got combined). However, Stigmata of the Unborn would end up producing Death, which makes three building that can produce Death mana (and still none other than shrines that produce any of the other types). I therefore suggest either Dimensional or no mana at all (replacing it with some kind of hell-themed bonus instead).
A few other suggestions:
>Id like to see Flesh Golems change to a National Unit, because its really irritating to have an Archmage waste a promotion on a spell that only gets cast once, and then later on have the Archmage die and lose the golem too. The only reason I didnt suggest that above was that I couldnt think of a good replacement Level 3 Body spell.
>Grasslands are not always better, and so it would be nice to see Vitalize function in reverse as well.
>It would probably be a lot more difficult programming-wise, but it would be nice to see the Dimensional spells actually create one-turn portals, so you could selectively move units.