Separate Innate powers or 'lesser magic' from more powerful global scale Channeling magic that associates with the Shards and Global Mana.
Innate powers:
- These are the basic spells you get from level-up traits, Fire Disciple, Air Mage etc. Tactical spells and unit enchantments.
- These spells do not require using the global mana pool. Each champion has a Personal Mana pool or 'Power' to use in combat. Sovereigns have this Personal Mana pool as well but they can use Global Mana for Innate powers after they have drained their Personal Mana pool.
- Sustained spells like unit enchantments reserve a portion of the Personal Mana pool while active
- Sustained Unit enchantments require the caster to be present in the army which can create an interesting mechanic: kill the caster to make an indestructible unit vulnerable
- Pros: spellcaster Champions can cast spells independently (with severe limitations), and imbuing them further is a real choice instead of a no-brainer click. Spellcaster Sovereigns have magic available to them in the beginning of the game before the Global Mana pool builds up.
Channeling Magic and Imbued Champions:
- These are the more powerful global spells you have to research separately or learn as quest rewards. They always use global mana only.
- Cast only by Sovereigns and Imbued Champions
- Imbuing a Champion gives them access to Global Mana, giving them more potential on the battlefield and makes it possible for them to cast global Channeling Magic
- If 2 or more units are in the same location casting multi-turn Channeling Magic, the spell will be cast faster
- Imbuing a Champion should have a permanent penalty on the Sovereign
- The risk is that the Imbued champion will die or betray you, making you lose your investment
- Powerful global enchantments have a Global Mana cost to maintain
Other:
- Control of Shards influences the level of Innate powers of Sovereigns and Imbued Champions.