The main idea is to remove the dependence on magic for casters with buffs, debuffs, and control spells, since the effectiveness of these spells scales perfectly with any number of troops.
Also, the duration of all general spells needs to be reduced to weaken them.
1) 50% duration from zero skill:
- (general) Dodge: 50% x 1 round (Rune Priests)
- (general) Blessing: max x 1 round (Rune Priests)
2) Fixed magic = 4 (for any number) at the basic skill:
- Ray: -5 defense (single-target - Ice Witches, area-of-effect - Plague Liches)
- Weakness: -6 attack x 4 rounds (single-target - Shadow Witches, area-of-effect - Plague Liches)
- Skin: +6 defense x 2 rounds (single-target - Clerics, area-of-effect - Archons)
- Might: +6 attack x 2 rounds (single-target - Adepts, area-of-effect - Archons)
- Haste: +50% initiative x 2 rounds (single-target - Daughters of Heaven, area-of-effect - Archons)
3) Fixed magic = 4 (for any number) at the expert skill:
- Blindness: 2 rounds, no counter (Adept)
- Subjugation: 50% initiative x 1 round, levels 1-7 (Lilim)
Distribution of spells among units:
1. All possible spells should be used (except for broken ones - Mines cause the game to crash when used by neutrals), including area-of-effect versions and 5th circle spells.
2. There should be no duplicate spells.
3. Spells should match the racial profile (no chaos spells for druids, no light spells for witches, etc.).
4. Spell sets should have some common characteristic (similarity).
Specific spell sets:
Inquisitors: Skin (1) + Blessing (0)
Adept: Blindness (6) + Might (2)
Cherubs: Resurrection (15)
Seraphs: Holy Word (12) + Vengeance (8)
Fairies: Exorcism (5)
Druids: Hive (8) + Hornets (0)
Guardians: Phoenix (15) + Regeneration (4)
Archons: area-of-effect Haste (6) + area-of-effect Might (4) + area-of-effect Skin (2)
Rune Priests: Anti-Magic (10) + general Blessing (0) + general Dodge (0)
Flame Priests: Armageddon (12) + Fire Wall (4)
Frost Priests: Freeze (8)
Mages: Earthquake (4) + Wall of Swords (2) + Crystal (1), also Mines (5) would be good if their use by AI didn't cause the game to crash
Sorcerers: Elementals (6) + Fist (0)
Warlocks: Fireball (1) + Arrow (0)
Marids: Phantom (3)
Demiliches: Raise (12) + Heavenly Shield (10)
Greater Liches: area-of-effect Plague (10) + area-of-effect Slow (6) + area-of-effect Ray (4) + area-of-effect Weakness (2)
Lilim: Subjugation (15)
Hellspawn: Wave of Death (12) + general Curse (0) + general Dispel (0)
Balors: Disintegrate (15) + Meteor (6) + Thorns (0)
Twilight Witches: Ray (2) + Weakness (1) + Curse (0) + Dispel (0)
Elemental Witches: Chain Lightning (10) + Lightning (5)
Night Witches: Vampirism (8) + Grief (4)
Shamans: area-of-effect Exorcism (10) + Dodge (0)
Daughters of Heaven: Teleport (6) + Haste (3)
Daughters of Earth: Berserk (10) + Slow (3)
Water Elementals: Ring (3) + Boulder (2)
Mummies: Plague (5)