I have had a few different ideas for a Warbarons magic system. The thing is..Warbarons is already a fun game, a hugely complex or over-powered magic system isn't really needed, and may take away from the fun and simplicity of the current game.
So, I've been trying to think of a very simple way to integrate magic into the game without changing or adding more than what is necessary. I have come up with the following....
Magical Heroes! Yay!
What differentiates a magical hero from a standard hero? Magical heroes don't have skill points, they have devoted their lives to studying arcane secrets or attaining communion with the divine..they have no other life skills and couldn't fry an egg without divine intervention or magical powers. Instead of skill points they get magic/spell points.
What differentiates spell points from skill points? Well they are very similar, and are both used in (almost) exactly the same way. When a magic user goes up a level they get an additional spell point to distribute amongst their spells like a normal hero does with his skills. The major difference is that spell points aren't assigned forever. They can be redistributed once each turn.
How are spell points redistributed? This is done by opening up your inspect hero window, you can take any spell points out of the spells you have assigned them to and put them wherever you feel serves your hero's needs for the turn. Maybe you need to see the area around you, so you put all your points into view range..or you need to go fast, so you put them all into stack move bonus. Once you are done fiddling and press the ok button your 'spells' have been cast, and are set for the turn.
Wait, isn't a magical hero just better than a normal hero? Magical heroes will be more flexible, but they could also have some dis-advantages. Maybe they don't start with a command bonus, or they start with a command bonus, but have a hard time raising it (wizards are often not the most inspiring generals). And/or they could have magic item use limitations and can't use magic armor/shields/weapons. They could also be more expensive..IE they show up separately and demand more cash to join you. Any combination of these disadvantages could probably work.
On top of the spell point vs skill point difference. Magical heroes would be distinct because their spells (unique to their class) might be different than a normal hero's skills. A wizard might be able to put spell points into 'summon elemental', 'teleport' or 'fly army', 'invisibility' and 'battle magic'. A priest could put points into 'bless', and 'walk on water(stack)'.
How would these strange spells work with this system? Things like stack bonuses are easy, spell points assigned to them would grant a persistent benefit, the benefit would be lost when you reassign the points. With Instant effects like 'summon elemental', points would accrue over time....say an elemental takes 15 spell points to summon (more than your wizard has) if he puts 5 spell points into summon elemental, the spell will be ready to cast in 3 turns. Teleport and other instant effects could work in the same way.
I'd like some feedback, but please realize that this is a pretty newly-formed idea...I'm sure that fault can be found with it. Criticism is fine, just counterbalance it with a suggestion about how either this mechanic could be improved..or propose a magic system you think would be superior. Thanks muchly.