I spent some time looking through the forum for any mention of Schools of magic, but didn't find much. The one thing I know for certain is that one new magic school will be Abjuration. I've also seen mention of blessings, curses, illusions and combat magic, but nothing definitive.
I'd like this thread to be a place for players to throw in their ideas, no matter how ridiculous they might think they sound, or how unlikely the suggestions are to be used.
I'll start with Divination.
Basically, this school would have 3 branches of spells for detection/identification purposes. They would be for
Spells,
Units and
Buildings/City. All spells in this school would have a distance related chance of failure, though that could be compensated for by boosting mana. The difference in level of Mage Towers between the caster and target, and presence of magic shields could further affect the probability of success.
I didn't come up with any names for the spells, so I just called them 1, 2 and 3.
Spells:
This branch is meant as a replacement to the current "Identify Caster" spell.
1) The first spell would allow you to see all incoming spell activity of the target city. It could also show the caster of the spells, but chances of that would be low.
2) This spell would show all outgoing spell activity of a city. It could also show the target, but chances of that would be low.
3) This spell would show both incoming and outgoing spell activity, as well as the casters/targets. It would also cost much more mana than the other two, and it would have a fairly good chance of failing.
The first 2 spells would be undetected by the target if they are cast successfully, though they would be shown in the magic activity list of the 1st and 3rd spell. Failure = small chance of being detected, though the caster wouldn't be reported (the target would have to use the 1st or 3rd spell on themselves for that).
Also, the spell's chance of detecting casters/targets would greatly depend on the amount of mana used versus the distance.
The 3rd spell would always be detected, though depending on the amount of mana used, the caster could remain concealed. In which case the "victim" would have to use either the 1st or the 3rd spell on themselves, with enough mana boost to "break through" the concealment.
Units:
1) This spell, if successful, would give an estimate of the number of units of each type present at the target city. It could use the same method currently used for NPC creatures on the world map, i.e. "Few", "Many", "Horde", etc. It wouldn't show units that are currently outside the city.
2) The 2nd spell would report unit movements in the city. It would display the amount the same way as the 1st one. It could also show incoming units that do not belong to the targeted city (the blue and the red units).
3) This spell would target a square rather than a city or a player. It would report the presence of units within a radius from the targeted square determined by the amount of mana used to boost it. It would be less precise than the 1st and 2nd spell in determining the number of units and could often under- or overestimate it.
I don't see the 3rd spell being useful until Fog of War is implemented.
Buildings/City:
1) This spell would report the types of buildings present in a city. It would not show their levels.
2) This spell would report the level of a specific building present in the city (or if there is more than 1 of that type, the levels of all of them). You would only be able to look for buildings that you have unlocked in your own city (the one casting the spell), and would be able to target buildings that are not present at the target, in which case the spell will simply fail.
3) This spell would give an estimate on the amount of a specific resource present in the city. The amounts would be given the same way as NPC creatures on the world map are reported, and you'd only be able to target 1 resource at a time.
So, in order to find out approximately how much of each resource there is in a city, you'd need to cast this spell at least 18 times. More if the spell fails several times, which it most likely would.