I suggest that 1.3 include new tactical spells that can change the dynamic of a battle.
01. Courage (Enchantment) (Level 2) - Unit receives a bonus vs morale checks for duration of battle
02. Mass Courage (Enchantement) (Level 5) - All friendly human (non summoned, non creature) units receive a bonus vs moral checks for duration of battle
03. Rain (Water) - Rain covers the battle field and limits the field of veiw to 3 tiles for all units; enemy and friendly. Units beyond 3 tiles from a friendly unit are not visible and cannot be attacked. Lasts for 3 turns
04. Greater Rain (Water) - A heavy downpour covers the battlefield and reduces the field of view for all units to 1 tile. Lasts for 3 turns. (Units cannot be given tactical orders - see post on suggestion for Tactical Orders for V1.3) (Also dispels Forest Fire spell)
05. Flood (Water) - A heavy downpour of rain covers the battlefield for 3 turns and reduces the field of view for all untis to 1 tile. After the downpour ends, 25% of unoccupied tiles are covered by water and are impassible.
06. Forest Fire (Fire) - All forest terrain tiles on the battlefield are engulfed by fire for the duration of the battle. Units in or entering those tiles are damaged by fire. If 8 or more tiles are engulfed by fire, a dense smoke covers the battlefield and this smoke reduces the field of view for all units to 2 tiles. (Dispelled by Rain or Greater Rain)
07. Maze (Earth) - 25% of all unoccupied random tiles on the battlefield raise become impassible as sink holes appear to create a maze of impassible tiles. Lasts for the duration of the battle.
08. Flatten Land (Earth) - Dispells Maze (Earth) spell, Dispells Raise Land (Earth)
09. Drain Earth (Earth) - Dispels flooding effect of Flood (Water) spell.
10. Raise Land (Earth) - Raises 1 tile and the units upon it so they cannot be attack by melee weapons. Units cannot move onto this tile. Units atop this raised tile can attack with ranged weapons, but cannot move off it. Tile returns to normal after 10 turns.
11. Move Clouds (Air) - Dispells Rain (Water) and Greater Rain (Water) spells.
12. New Magic Book: Dark (magic of necromancy, darkness and death)
Tactical Spells:
------ Darkness (Dark) (Level 1) - Battlefield is covered in darkness, reduces field of view for all units on the battlefield to 1 tile for 3 turns.
-------Greater Darkness (Dark) (Level 3) - Battlefield is covered in darkness, reduces field of view for all units to 1 tile for 6 turns.
-------Raise Zombies (Dark) (Level 2) - Caster can summon zombie units during a battle. Zombies are animated human corpses raised from those that died on the battlefield. They are slow moving (movement 1) and receive no bonus from dexterity. The number of times (friendly + enemy castings) this spell can be cast per battle is limited to the number of human units killed during the battle. Caster cannot move during the turn when this spell is cast. Zombie units are dispelled at the end of the battle.
-------Raise Greater Zombies (Dark) (Level 3) - these zombies are stronger,have more hit points amd move faster (2 tiles)
------ Raise Zombie Mob (Level 4) - raises a squad of zombies (4 zombies in a single unit, requires that 4 units have died in battle)
------- Mass Life Drain (Dark - Level 5) - Reduces the hit points of all living units; enemy and friendly, (except for the caster) on the battlefield by 50% (chance to resist based on consitution). Takes 3 turns to cast and caster cannot move while casting this spell. If he moves or takes damage during these 3 turns the castor's life force is reduced by 50%.
------- Zombie Horde (Dark - Level 5) Raises a patrol of zombies (8 zombies in a single unit, requires that 8 units have died in battle)
13. New Magic Book: Sun (magic of life and sunlight)
Tactical Spells:
------ Heal (Level 1) - Heals damage
------ Light (Level 1) - Dispels Darkness
------ Heal II (Level 2) - More powerful heal spell
------ Blind (Level 2) - Bright light temporaily blinds one unit.
------ Greater Light (Level 3) - Dispels greater Darkness
------ Cure (Level 4) - Heals all damage to a hero or sovereign.
------ Circle of Protection (Level 4) - Summoned creatures cannot enter a 4x4 tile square, not attack those within it.
------ Mass Heal (level 5) - Heals 6pts of damage for all friendly units
------ Slay Undead (Level 3) - Slays undead creatures (Zombies) that fail a Constitution check
------ Life Shield (level 5) - Prevents Mass Life Drain spell from affecting friendly units