New CherryMod ideas
Note that a lot of these may not ever be possible, and some might be decided against anyway
Changes:
Lifelong Protection cost becomes 10 slaves, and it summons 1 imp per turn, not 2.
Soul Contract will remain basically the same, but will summon a slightly weaker Version of the devil. Stats yet to be determined.
Possible Changes:
Blood nations will all get cheap mages with 1 blood, or their cheapest mage will be given 1 blood and made marginally more expensive. Van, Jotun, and Abysia are still most effective bloodhunting with scouts, which is just wrong.
Vanheim may get a unit with an additional blood level. It currently cannot even forge brazen vessels without a blood pretender.
New Spells:
Restless Herds? Stampede? Something like that.
Nature Ritual, farmland & plains only. Summons a herd of bison (size 3 berserking tramplers, gore, hoof) to attack the province. If they win, it becomes independant.
Red Tide
Nature+Water Ritual, ocean only. Temporarily moves death scale +3 (from whatever it was), increases unrest (+10), kills 5% of the population, and does a very weak poison (str. 1) attack against the local units. This shouldn't cause many deaths unless there is a big army: about 6% of non-poison-immune, 10-HP units will be killed. However, it will cause quite a few afflictions.
Plankton Bloom
Nature+Water, battlefield, underwater only.
Similar to Red Tide in concept, causes explosive growth of toxic plankton. This makes an area 1+ toxic cloud (2 poison damage per turn in the cloud) Lasting 3 rounds.
Jellyfish Swarm
Water, battlefield summon, underwater only. Costs 1 gem. Summons a bunch of small, slow, weak, highly toxic jellyfish with paralyzing poison and long tentacles.
Bloodletting
water-2, blood-1, AOE 3+, fatigue 50, MR saves easily.
Affects living units only. Does nothing, but once an affected unit is wounded by a physical strike, it will lose 1 HP per turn for the rest of the battle... and inevitably die if not regenerating.
Holy Spells:
Faith Armor
Level-4 Holy, area 5, sacred units only.
Gives units "Faith Armor", protection equal to the province's dominion strength, for the rest of the battle. The unit will only get "Faith Armor" if it is better than their current total armor protection (good for flagellants, not good for wardens).
Holy Armor
Level-3 Holy, area 1, range 5, any units.
Blesses the affected units' armor to ward off hostile weapons and spells. The unit gains +1 armor protection and +1 MR. ONLY affects units that are wearing armor (not flagellants, riderless spiders, void summons, etc).
New items:
Cerebral Accelerator (helmet, con-6, Blood-1 Astral-1).
ENC 8, DEF -4, MR -8, cursed
Doubles a mage's total research output, or allows a non-mage commander to research like a mage (2 rp). There is a 15% chance every turn that the mage will become feebleminded, and a smaller (5% each) chance of death or of going insane and attacking the province (as a neutral).
New Creatures:
Boy, these will be a lot of work to draw. I have not even though up stats yet.
Aquatics (some will be mindless or stupid, magically-controlled summons)
Snow Crab
Stone Crab
Hermit Crab (amphibious)
Copper Crab (shockproof)
Sand Crab (amphibious)
Giant Oyster (immobile, makes pearls)
Jellyfish (paralyzing poison)
Leviathan
Stingray
Green Eel (Bite and shock damage)
Abyssal Horror
Abyssal Lurker
Spawn of the Deep
Swamp:
Venus Flytrap (needs a better name...)
Crocodile
Anaconda
Mammals:
Sabertooth Tiger
Polar Bear (cold resist 100)
Arctic Wolf (cold resist 75)
Bison
Elk
Dire Wolf
White Stag (Animal Awe)
Golems:
Snow Golem
Coral Golem
Moss Monster
Glass Mantis (armor-piercing)
Magical:
Gaian Warriors (probably a nature-astral summon)