I've finally gotten round to typing up my thoughts on the magic system, and it's quite substanstial. I'm not a fan of the current magic system - each of the different branches seems like too much of the same thing over again, so I suggest an alternative that will provide a large variety of flavours. Keep in mind that the spell lists are just example possibilities.
The magic systems are very interesting, and hold great potential, but they seem too much like mirror images for my liking. For example, the church of dark depths gives us Demonbound(melee), shadowmancer(mage), and unnamed one(super). The fountain of eternal youth gives us the earthamancer(melee), lifeamancer(mage) and spirit of nature(super). The hall of the mountain king gives us stonebound(melee), magmamancer(mage) and mountain king(super). I believe that we can give them all a distinct use. Each would have a different 'fuels' for their power, of varying degrees of effectiveness. I also believe that it would be better to have an extra form of magic, one that the elves can provide. The four forms of magic would be as such:
Dark magic. Guaranteed results now, but at a high cost. Hopefully it won't be you paying that cost.
Low level dark magic would be powered by animal material, be it food, bones, etc.
Mid level dark magic would be powered by a substance called liquid pain. It can be extracted from any sentinent (be it your dwarves of POWs). The sentinent it is extracted from suffers great pain and many syndromes, but may survive if tough and allowed time to recover.
High level dark magic would be powered by bodies and death.
Dark magic focuses on making your dwarves more dangerous to others.
Nature magic. Results are not guaranteed but are probable, and take a lot of time and investment to achieve.
Low level nature magic would be powered by grown plants, which take a long time to grow and have expensive seeds.
Mid level nature magic would be powered by the products of animals that cannot be gotten mature and take a few years to come to maturity
High level nature magic would be powered by a few very old plants/animals, which take a long time to grow and require significant upkeep.
Nature magic focuses on sustaining your dwarves and addressing their basic requirements.
Good magic. Low probability results, but attempts are not costly.
Low level good spells are powered by prayer alone.
Mid level good spells are powered by holy water. Holy water is produced by taking buckets of water to a shrine and slowly blessing them.
High level good spells are powered by holy crystals. These occur when mid-level good spells are successful, or may be found with very low probability.
Good magic focuses on protecting your dwarves from harm.
Dwarven magic. Results are guaranteed, but can be not worth it unless you have strong, skillful dwarves. Powered by dwarven skill and strength.
Low level dwarven spells occur everyday in dwarven industries with low probabilities, or by mass dwarf prayer.
Mid level dwarven spells are powered by dwarves sacrificing crafts.
High level dwarven spells are powered by dwarves sacrificing extremely expensive crafts, or even artifacts.
Dwarven magic focuses on the skills and products of your dwarves.
Here are some example spells for each of the magic types:
Dark magic:
Dark magic has high costs, but hopefully your dwarves won't be paying those costs. It focuses on strengthening your dwarves.
-Bathe in blood. Uses animal blood. Grants the dwarf who uses it immunity to nausea and fear for some time.
-Schaudenfreude. Uses animal corpse. Grants the dwarf who uses it great happiness.
-Mass Schaudenfreude. Uses liquid pain. Grants dwarves nearby grea happiness.
-Bloodlust. Uses liquid pain. Grants the dwarf who uses it immunity to fear, nausea, pain and exertion for some time.
-Frenzy. Uses liquid pain. Grants the dwarf who uses it enhanced speed, and greatly enhanced strength for some time.
-Cannibalize. Uses dwarf coprse. Permanently grants a dwarf the effects of bathe in blood.
-Mass Bloodlust. Sacrifices a sentinent, Bloodlust on all others nearby.
-Mass Frenzy. Sacrifices a sentinent, Frenzy on all others nearby.
-Bloodritual. Sacrifices three sentinents, permanent Bloodlust on another.
-Fleshritual. Sacrifices three sentinents, permanent Frenzy on another.
Nature magic:
Nature magic requires long-term maintenance to sustain it. You have to make a long-term commitment with nature magic, but it can be very lucrative once set up and maintained. It focuses on maintaining and sustaining your dwarves.
Note that the trees and plants depicted here are not actual trees and plants, but animals that cannot move. This allows them to require feeding, and butchering. Castes can allow the plants to reproduce, and to give a small chance of getting the next tier of plant. They have varying degrees of biomass requirements to sustain them.
-Goldbushes can be bought from the elvan caravan. They require minimal biomass. Every year, they produce a gold bar. May be slaughtered for two immediate gold bars. Produce Goldbush saplings, with a small chance for Platinoak saplings.
-Platinoaks are grown from platinoak saplings. They take years to come to maturity. Once mature, they produce two platinum bars a year, but require two times the sustenance of a goldbush. May be slaughtered for five immediate platinum bars. Spawns goldbush saplings, with a small chance of platinoak saplings and a small chance of Rainbowmetal saplings.
-Rainbowmetal trees are grown after many years from Rainbowmetal saplings. Ther require a very large intake of food, and every year produce three bars of each type of metal, except adamantine. May be immediately slaughtered for ten of each bar. Does not produce saplings.
-Nightweed can be bought from the elven caravan, and requires minimal biomass. Every nine months, it drops a stack of food which, when eaten, makes a dwarf not need sleep for a season. May be slaughtered immediately for three stacks. Produces Nightweed saplings, with a small change of Darkwatch saplings.
-Darkwatch bushes are grown from Darkwatch saplings. They drop the same food more often, and require only slightly more biomass. May be butchered immediately for ten stacks. Produces Nightweed saplings, with a small chance for Darkwatch saplings, and a small chance for Eversee saplings.
-Eversee trees are grown from Darkwatch bushes. They require significant biomass. Their food grants a slight speed boost, immunity to sleep for two seasons, immunity to blindness, extravision and magmavision. They do not produce saplings. They can be butchered immediately for a stack of twenty-five food an a single 'heart of the night', which grants these effects permenantly to one dwarf.
-Cramweed can be grown from bushes from the elves, taking eight months. They drop cramfood, one unit on which can be processed into ten cheap food units, or butchered immediately for twenty-five food units. Small chance of producing plentyhorn saplings. Minimal biomass required.
-Plentyhorns produce plentyfruit at the same rate, and require little biomass. Plentyfruit can be processed into 15 mid-quality food units, which makes the dwarves not required to drink for some time. May produce Fountainfruit saplings.
-A fountainfruit tree requires significant biomass. It produces fruit at the same rate as the other two, but it may be processed into 25 units which also give no_drink for a short time. It can be butchered to produce a fruit of sustenance, which makes one dwarf never require food or water, or air, and is no longer reliant on alcohol.
-Healberry bushes can be bought from the elves. They produce healberries, which when consumed give a dwarf extremely fast healing for some time, but cannot restore lost limbs. They spawn other healberry bushes, and possibly Timenut bushes. They can be butchered for a stack of healberries and some timenuts.
-Timenut bushes produce timenuts. They youthen the eater by a year, and provide the same healing properties as healberries. When butchered, they produce a small stack of lifefruit. They have a change to produce lifeoak saplings.
-Lifeoaks produce lifefruit. When a lifefruit is consumed, it youthens the eater by a year, and provides amazing regernating, capable of regaining lost limbs. when butchered, it gives a stack of lifefruit and a seed of immortality, which can give one dwarf permanent regenration and immunity to aging.
Good magic:
Most good magic is not costly to try, but has only a chance of succession. High level good magic, however, is costly, but its benefits are direct and large. It focuses on protecting your dwarves.
-Bless water. A bucket of water is obtained, and is attempted to be blessed, with a 1 ing 5 chance of success. If failed, the water is lost but the bucket is preserved.
-Pray for food. Costs nothing, but has a 10% chance of giving a single unit of food
-Pray for drink. As above, but a 15% chance of a single unity of drink.
-Pray for shelter. As above, but with a 5% chance of a full outfit of clothes,
-Absolve. Takes a hostile sentinent, and uses holy water to try and absolve them. 1 in 5 chance of success. If successful, the target dies and leaves behind a holy crystal.
-Multiply food. Takes a bucket of holy water and a stack of food. 1 in 2 chance of success, and a 1 in 5 chance of producing a holy crystal. If successful, the stack of food is doubled.
-Barkskin. Consumes holy water. Changes a dwarf's skin to be as hard as bark temporarily. 1 in 5 chance of being permanent, 1 in 5 chance of producing a holy crystal.
-Heatshield. Takes a holy crystal. Makes a single dwarf immune to heat and cold damage for a period of time.
-Ironguts. Takes a holy crystal. Temporarily changes a single dwarf to be immune to disease and sickness and symptoms, and changes the material of the organs to iron. 1 in 3 chance of being permanent.
-Homeostasis. Takes three holy crystals. Makes a single dwarf permanently immune to heat and cold damage.
-Steelflesh. Takes three holy crystals. Turns a dwarf's flesh into steel. 1 in 2 chance of being permanent.
-Ressurect. Takes three holy crystals and a dwarf corpse. Ressurects that dwarf.
Dwarf magic:
Dwarf magic is all about the strength and skill of your dwarves. Some of its effects require highly skilled dwarves to be worth it, others are targeted towards increasing the skill of your dwarves. It focuses on material goods and a bit on your dwarves skills and attributes.
-Amalgamate. Takes two items of equal quality less than masterwork, and produces a single item of upgraded quality.
-Split. Takes a single item of masterwork quality and produces four of the base material (e.g. 1 masterwork wooden chair becomes four logs)
-Deconstruct. Sacrifices a single item to give a dwarf some experience in the crafting skill (e.g. sacrificing a wooden chair gives carpentry experience). Amount increases with quality.
-Augment. Takes a single item, and a base material of a different sort. Changes the item to the material of the base material (e.g. 1 bar gold plus 1 copper warhammer becomes 1 gold warhammer).
-Strengthen. Consumes a weapon. Increases a dwarf's strength based on the value of the weapon.
-Toughen. Consumes armour. Increases a dwarf's toughness based on the value of the armour.
-Quicken. Consumes clothing. Increases a dwarf's speed based on the value of the clothing.
-Expand. Takes three masterwork items with the same crafting skill. Gives one dwarf a permanent boost to learning that skill.
-Reproduce. Takes a stack of a hundred food and five masterwork items. Creates a new dwarven baby.
-Perfect. Consumes an artifact. Gives one dwarf fast learning in all skills, and immunity to skill rusting.