I have been considering breaking the spells down into 8 categories, and using the various different faith names for spells to give each spell with a different name, a different effect. All faiths would have access to all spells.
e.g.
It's the Eradication and Obliteration spells I'd like to currently discuss.Mood Spells
- Calming Chant : Increases income by boosting productivity for duration of spell
- Inspire Devotion : Increased income by boosting immigration (if possible) for duration of spell
Elan Spells (taken from ideas in old code-bases / failed recodes / godsign etc)
- Sacrifise Troops : Kill troops and gain elan in return
- Elan Drain : Drain elan from an ally within the faith, or an enemy outside it
Summon Spells (can only have one summon at a time)
- Walking Damned - Summons T1 troops
- Crypt Walkers - Summons T2 troops
- Awakened Spirits - Summons T3 troops
- The Rising - Summons T4 troops
- Ghostly Prowlers - Summons T5 troops
Invocation Spells
- Shifting wall - invokes forts
- Divine Temples - invokes temples
Shield Spells (maximum shields include all variants - not max for each varient)
- Cyclone Spill - sorcery shield
- Spiked Wall - war shield
- Wild Design - thievery shield
Fog Spells (can only have one fog at a time)
- Solid Darkness
- Creeping Murk
- Blazing Noise
Not 100% sure which variation to go with. Could be 1 fog per attack type (war, scum, sorc) or different types of fog with different chances of happening e.g. normal fog, killing fog etc
Eradication Spells
- Shattering Calm - Kills Peasants and Destroys Temples
- Rousing Wind - Destroys Temples
- Foul Light - Kills Peasants
Obliteration Spells
- Hurricane - Destroys Forts and Buildings and Kills Peasants
- Lightening Lance - Destroys Forts and Kills Peasants
- Banshee Deluge - Destroys Buildings and Kills Peasants
They would be easy to code and would give a sorcerer a more directed option should they wish it. For example, they could destroy forts without obliterating the rest of the kingdom.
Based on the increase in fort usage, the fact they'd be reasonably easy to implement, and the fact that I'm considering these enhancements for the future anyway, we 'could' have the eradication and obliteration spells active next age.