All we need is some words from Frogboy saying "Don't worry, there will be effects (aka stats (HP/attacks/defence/spedd/etc.) changing spells) in the final game. And a fire elemental will be hitted hard by an iceblast even if he has a high magical resistance versus fire."
And a lot of people here have programing knowledge, even game programing knowledge. But we're not discussing implementation, we're discussing "what will be able to do in the game ?"
So, will a fireball be the same as an iceblast gameplay-wise ? That is the only concern. Please tell us there will be a way to "flag" magical damage to know where it comes from.
NONE of this discussion has anything to do at all with spells.
This was purely in the context of unit design.
People need to "wait and see". There is so much reading more into these posts than is remotely warranted.
If someone found Master of Magic's combat too simplistic then they'll probably find our combat too simplistic too.
But in battle, players will be hurtling fire balls and ice storms and magic bolts and picking up pieces of mountains and hurtling them at each other or blasting the ground with earthquakes.
However, what we are NOT going to do is have the unit design screen include anti-earthquake equipment.
Modders, however, will be able to go crazy if they want. If some modder wants to create a race that uses various types of poison in their weapons and wants players to defend against it by equipping their units with various types of antidotes they can do that. But as a player, I don't want to have to design a unit that has an anti-nightshade antidote kit because I'm fighting Bill who happens to have focused on not just having poison-tipped swords but nightshade based poisons instead of say hemlock (oh damn, I chose hemlock antidotes).
By contrast, in the middle of the battle, if I have a channeler or wizard in the actual battle with the capability to cast "Poison army" that's different. We're likely to have such a spell that causes a swath of units to start taking 10 points of damage per turn (complete with gasping animations) with the other side able to cast cure.
But even then, we're not going to have people research "immunity to poison" techs for use on their soldiers. There are likely to be SPELLS that do this but NOT in unit design.
Do you guys see now how people are reading too much into this stuff?
This is a game where players are designing their own units. And we have to be very thoughtful on what is part of a unit design and what can be handled by spells within a given battle.