1. Each hero should have at least one starting spell, and moreover, they should be able to cast it (starting skill, starting mana). Otherwise, a hero without magic will start boring (can't do anything), and the Spellcasting and Knowledge stats will not matter at all, which introduces a certain imbalance.
2. Ideally, a hero should have several spells at the start, from different schools, as this provides a choice when casting and a choice when leveling up.
3. Ideally, a hero's starting spells should depend on their class.
4. Ideally, the starting magic should be balanced, as different spells have different costs, different dependencies on spellcasting, skill, and different power.
Initially, I planned to give specific spells in a 1+1 format (1 class spell + 1 personal spell), but this gave an advantage to the hero who had the same school in their skill, and it is difficult to select personal spells so that they are relevant, do not repeat too often, and are well associated with the hero, without being as explicitly tied as starting troops.
Therefore, I came to the conclusion that the best system is randomness, but guided randomness. After all, spells also come from the guild randomly, and there is a certain logic in this. Magic should be a miracle, not an expectation!
1. If there is a school and specialization in a specific spell of this school, the hero receives this spell. If instead there is a specialization in a perk, the hero receives a random spell of level 1-3 from this perk (for example, Power or Haste for Righteous Wrath, but not Holy Word). If the school is open (without perks), the hero receives a random spell of level 1 of this school.
2. If there are two starting schools, the hero receives 1 spell for each school (total 2 spells).
3. If there are no starting schools, the hero receives a random spell of level 1 from a random school among the typical schools of the class (for example, for an assassin - this is light, darkness, or chaos, and for a witch - only darkness).
4. With the exception of specialization in a specific spell, selection is based on mana. Examples:
- Daleb (5 mana) cannot receive Thorns (6 mana), so from his native Chaos, he 100% receives Arrow.
- Vaishan (10 mana) specializes in ice, but cannot receive Ring of Cold (12 mana), so he 100% receives Ice Block.
- Vlad (10 mana) specializes in a specific spell - Reanimation, and receives this spell, despite its cost (12 mana); but, although he cannot cast it at the start, he also has a second school - Darkness, from which he receives a random second spell of level 1, Curse (2 mana) or Weakness (5 mana).
- Helmar has a specialization in Power (punishing) only formally, because he does not enhance this spell, but can only add its effect to another buff, and in an unpredictable way; therefore, it is not beneficial for him to cast Power itself (the specialization will not work), so he does not have it. But he has a starting perk, Protection, according to which he receives Stone Skin or Dodge.
5. Additionally, the hero receives spells for the perks that he has, for which they are due (for example, Earthquake for Lord of the Land or several random spells of level 3 for Wisdom).
6. Instead of spells, Orcs receive a random warcry of level 1, and Dwarves receive a random rune of level 1 in addition to spells.
7. The rules for generating starting spells apply only to the hero's starting magic; during the game, when receiving a new school, the hero will NOT receive a random spell from it, as would be the case at the start.
In short, heroes start with random spells that correspond to their starting perks, schools, or class. The vast majority of them (all except specialists) are level 1. This is their fundamental difference from level 2 spells, which do not come for free.
It should be noted that necromancers do NOT receive the Reanimation (raising the dead) spell at the start. As I said, reanimation is a completely separate process that takes place during the battle, without transforming bodies, and which can be used by anyone, not just necromancers. Moreover, even heroes of the Reanimator class do not receive this spell (except for the specialist Vlad). The fact is that you can also reanimate in different ways. If Vlad does this with magic during the battle, then Orson performs a ritual after the battle (Eternal Slavery), and Kaspar uses a tent for the same purposes. In all cases, the result is the same: your own troops are resurrected without transformation. This is why the class is separated from other necromancers (Reapers and Cultists).
Faideen – Haste (+mass for perk)
Faiz – Bolt (+mass for perk)
Gward – Weakness (+mass for perk)
Ornella – Curse (+mass for perk)
Letos – Plague + Dodge/Bless
Nazir – Fireball
Dirael – Hornets
Zeheer – Elementals + Dodge/Bless
Vlad – Reanimation + Curse/Weakness
Ilfina – Bless/Exorcism (+mass for perk)
Helmar – Dodge/Skin (+mass/ive for perk) + Arrow/Thorns
Khafiz – Crystal/Swords (+Earthquake for perk)
Rolf – Arrow + Fist/Crystal
Vaishan – Ice Block
Ilayya – Curse/Weakness (+random spells of level 3 for perk)
Rutger – Curse/Weakness (+Teleport for spec)
Dugal, Godrick, Frida, Nicholas, Alaric, Ingvar, Erling, Kaspar – Dodge/Bless
Valeria, Nimus, Kifra, Iranna, Railag, Deidra – Curse/Weakness
Ossir, Anven, Talarnar, Vinrael, Maaheer, Grol, Naadir, Arantir – Fist/Crystal
Razzak, Hangvul, Agrail, Biara, Jezebeth, Wayer, Sinitar – Arrow/Thorns
Daleb – Arrow
Ellaina, Orlando – Dodge/Bless/Curse/Weakness
Vingael, Alaron – Dodge/Bless/Fist/Crystal
Narhiz, Cyrus – Fist/Crystal/Arrow/Thorns
Tolgar, Wulfsten, Brand – Dodge/Bless/Arrow/Thorns
Shadia – Arrow/Thorns/Curse/Weakness
Grok – Arrow or Curse/Weakness
Lucretia, Markel – Fist/Crystal/Curse/Weakness
Ora – Dodge/Bless/Curse/Weakness/Arrow/Thorns/Fist/Crystal
Karli – Arrow or Dodge/Bless or Fist/Crystal
Tralsai – Dodge/Bless/Curse/Weakness/Arrow/Thorns
Orson – Dodge/Bless/Curse/Weakness/Fist/Crystal
Orcs – Bloodlust/Rally
Dwarves – Rune of Energy/Rune of Berserk