So, in theory, you could make a new spell def as this:
-<SpellDef InternalName="BlessingOfRestoration">
<DisplayName>Blessing of Restoration</DisplayName>
<Description>Allows the targeted Champion to be able to cast Heal.</Description>
<Image>S_BlessingOfRestoration_Painting.png</Image>
<IconFG>S_BlessingOfRestoration_Icon.png</IconFG>
<SpellBookSortCategory>Unit</SpellBookSortCategory>
<SpellBookSortSubCategory>UnitEnchantment</SpellBookSortSubCategory>
<SpellType>Strategic</SpellType>
<SpellClass>Defensive</SpellClass>
<SpellSubClass>Buff</SpellSubClass>
<SpellTargetType>FriendlyUnit</SpellTargetType>
<CasterMustBeSov>1</CasterMustBeSov>
<UniqueSpellUnlock>Heal</UniqueSpellUnlock>
-<Prereq>
<Type>Allegiance</Type>
<Attribute>Kingdom</Attribute>
</Prereq>
-<SpellResourceCost>
<Resource>Mana</Resource>
<Amount>50</Amount>
</SpellResourceCost>
-<SpellResourceCost>
<Resource>Mana</Resource>
<PerTurn>1</PerTurn>
<Amount>1</Amount>
</SpellResourceCost>
-<GameModifier>
<ModType>Unit</ModType>
<Attribute>UnlockSpell</Attribute>
<StrVal>Heal</StrVal>
<Duration>-1</Duration>
</GameModifier>
-<AIData AIPersonality="AI_General">
<AIPriority>30</AIPriority>
</AIData>
<HitSoundFX>Spell_MantleOfFire_01</HitSoundFX>
-<SpellDefEffect>
<EffectName>S_MantleofFire_Particle</EffectName>
<LocalPosition>0,0,0</LocalPosition>
<EffectScale>1</EffectScale>
<EffectDelay>0</EffectDelay>
<SnapToTerrain>1</SnapToTerrain>
</SpellDefEffect>
</SpellDef>
And this would allow me to have units that cast heal. I could further pull a unit count and have the mana cost be tied to the number of units in the stack, and to have <Prereq> requirements of no armor or weapons. Correct?
Also, could someone point me to the posting that explains how to cut and paste XML into this forum so that I don't have to insert my own CRs?
Thanks!