Well, i only have 2 types set up, both of them summoning types. Druids have 30 diff. summon spells, with the rule of nature magic being that to create a life, there must be a death. Its all about balance. Low level spells include summon Rat, but you can also get Summon Giant Beetle, Summon Satyr, or, though its kinda rare, Summon Roc. Which makes you OP as fuck. The whole deal with the mod is each spell must be learnt seperately - so you can kinda customize ur spell lineup.Wizards use Arcane magic from primordials(a new megabeast, essentially a slade collosus) or a creation god. Arcane magic is a manifestation of raw power in physical form - specifically, in the form of a megabeast. Ancient Wizards can be much stronger than normal ones; if the creature that is a manifestation of their power survives long enough, and they do as well, a wizard's power may become so great that he can manifest a SECOND creature. (500 year cooldown on summoning spell, so ancient wizards grow in power if their megabeast survives). THEY require a corpse as a host which their power transmogrifies. Wizards, unlike Druids, are immortal. PLANNED additions are divine, psionic, and dark Warlock spells. Warlcoks are given powers for desecrating temples - the demons reqard you for your sin, in the ultimate mockery of the gods. Clerics can heal someones wounds, but only rarely(1 week cooldown on heal spells), boost physical attributes, and MAYBE boost skills, if i can find out how. And psionic chars start the game with the power, such as pyrokinesis, psionic manifestation(summoning), levitation(flight), or invisibility. However, psionic powers are the result of extra-dimensional energies absorbed through a rift in the universe, and make the child less natural - that means you can never learn Druid spells. Since druid spells can let you have stuff like an army of polar bears, giant cave crocodiles, or even Rocs, its a fair enough tradeoff for letting you start the game with magic. On top of that, all semi-megabeasts will be re-classified as megabeasts, and semi-megabeasts is now a special new creature - Wanderers. A Wanderer is always a wizard, druid, or cleric, and they either travel the world, visiting fortresses and teaching people magic, or hiding in caves like hermits - sometimes even building towers. These are magicians which have lived since the dawn of the world, and while more powerful than a normal human, they can be killed. However, they may also teach those who seek them out incredible secrets, and spread magic throughout the world.
Only wizards, necromancers and warlocks will be immortal, and only warlocks will not require food or drink. Warlock magic is not spread through books - they can teach it to an apprentice, or it can be spread by drinking the blood of a warlock or cleric.(clerics have a second syndrome that grants them no powers, but makes their blood grant the drinker warlock powers, as it, too, represents an insult to the gods.) Warlocks will, ideally, be ostracised by the people, and attacked by guards and other types of spellcasters, who are NOT inherently evil.
Lastly, and this will be released as an update, rather than with the original mod, a new civ will be created called Inquisitors. If I can find out how, I will make Inquisitors loathe and seek to kill Druids, Warlocks, Wizards, and Psions the world over. But making a race target and seek out people with specific sydromes is, as far as i know, impossible, so thats probably out. Any other types of magic/creature that may be added hae not been thought of yet. And yeah, the prime types of magic should have just about been represented - Arcane, Divine, Druid, Psionic, and the less common Demonic/Blood magic of the Warlock. Each type has spells seperated into different syndromes, so if the proper Wanderers spawn, and the right people crave immortality, it can be possible to learn Summon Raven, Summon Giant Beetle, First Healing Rune, Spearmans Blessing and Pheonix on a single individual, if he travels far enough and speaks to the right people. Unlike undead, Druid creatures are not inherently violent, so its easier to learn Druid magic than the other types, which may be more jealously guarded; other than the original slab, im considering making it so that Divine magic cannot be learned through writings, though it may be taught - and Clerics also become more powerful warriors when they gain powers, so their blood will not be so easily spilled. They have a reasonable chance of f*cking you up, big time. Wizards may or may not share magic, and since they will not build towers, they will be harder to find - and you cannot be a Warlock if you are a vampire/werebeast. So desecrating temples only has a CHANCE of making you a warlock. If it is possible, Divine Wanderer's will carry Holy Water, which will make Divine magic learnable in adventure mode even if no divine slabs appear, and all Clerics have to learn from masters. Thats pretty much it - the Druid and Wizard parts, as well as the primordials, are done. The Warlock is still being worked on, and the Clerics and Psions will go last, on account of im not very good with Castes, and Clerics are going to be a real pain.