Added after 4 hours 33 minutes
Well, I've played it, and I'll tell you: 1 - It's interesting. 2 - There's too much of everything, and the needs are too obvious: 1) Previously, creatures with a growth rate of 4 would cast a spell once a week; now, creatures with a growth rate of 2 do it (we're not considering the +1 building here). The spell can safely be increased by 2 times. The creature itself is now one level stronger, which means it can be further strengthened by another 1.5 times. And even so, it wasn't that strong (although it attacks in an area and an unlimited number of times – this needs to be taken into account). In general, summing up what I've said, I think it should have been increased by 5-7 times, not 10. 10 Banshees deal 1000 damage in the first row with 0 defense. I let these scythe-wielding creatures cast their spell right in front of the Seraphs – you can imagine the result. Without taking into account its defense, the damage was dealt, and without a counterattack... (and now remember that there are three of them). 2) As already mentioned, let the Harbingers have fewer hit points (I suggest 150), and can the probability of the Presence ability be changed from 50% to 30%? If not, then we need to adjust the initiative, as already suggested. Otherwise, other factions will have too few chances against the Necromancers.