I'm beginning to like the idea of those additional spheres...
(...snip...)
Thanks for the feedback! I wasn't aware that the targeting system had been removed, though I do remember being in favour of its removal, as it was too slow and clunky to use. You can still target
tiles with spells, though, right? In that case, how about:
Dimensional
1) Escape
2) Jump/Teleport (paradrop, range = 5 or unit level)
3) Gate (this tile is a gate target for the turn, or perhaps passively the archmage is always a gate target)
3*) Banish (adjacent hostile units have an x% chance of being sent to nearest city of same civ.)
I think the "Gate" spell is stronger and more fun than creating a gate in cities, because you can channel units to stacks on the move, which is very useful when attacking an enemy civ. If made a passive ability, I've suggested "Banish" as an actual lvIII spell. Making teleports into paradrops uses existing code and AI, and gets around the issue of micro/vastly increasing movement speed - variable range would be nice as well.
Force
1) Magic Missile (probably a str 2 1 turn summon - maybe str = caster level? caster level-1?)
2) Shield (temp building, no collateral damage, half bombard damage, (+immune to first strikes?))
3) Shockwave (50% chance of pushing each adjacent unfortified enemy unit back one tile, except into impassable terrain. if not pushed back, damage dealt)
This makes it a more defensive sphere - mages can shield a city while flinging missiles at the defenders, or casting Shockwave to thin attacking forces. 100% pushback would make the city immune to any 1 move units, which seems a bit much - this way it's strong but not broken. Maybe 75%? Having a lv1 summon/attack spell other than Skeletons seems to fill a niche too, and making it scale doesn't obsolete either, without making it too strong (it also plays nicely with Grigori heroes).
If a lv1 direct attack spell isn't wanted, perhaps "Burden": all hostile units within 1 tile gain this promotion (cannot withdraw from combat, loses first strikes, x% chance to wear off per turn)?
Creation
1) Pitchcraft (+50% worker speed buff - might be too good)
2) Fabricate (temp building, +2 hammers (or any +x/+y/+z, really - essentially a free improvement))
3) Create (sacrifice archmage, destroy all improvements and create resource of your choice in tile - could limit to strategic resource to reduce list size)
I like how these spells make the unit stay in your cities (needing minimal AI) until they hit archmage level. It seems more scholarly, which fits with the XP gaining mechanic.
EDIT: reading the thread in detail again, I realise that a fair number of the above spells were mentioned before by others. This is just a compilation of those I feel would be good additions to the game, being simple enough to use by both humans and the AI and hopefully easy to code.
EDIT2: I'm happy with all the above apart from ForceIII - it seems too generic. I'll keep working on it.