Hm... I don't feel like you're on the right track, 0beron, but I do like how you classified foolamancy.
The way I see it, foolamancy has a very clear purpose: to deceive, trick, misdirect, misinform, and otherwise fool the enemy.
But I don't see any of those as direct spell effects. What I see are 3 basic tools which a foolamancer may use to achieve these goals:
- 1) Making a unit appear as it is not. (Veil)
- 2) Making a unit appear where there is naught. (Phantasm)
- 3) Making a unit appear as if it were naught. (Crypsis)
The way I see it, Foolamancy spells only directly achieve these three things, to various extents and combinations. How these three effects are used to achieve the true goals of the foolamancer is really just a matter of clever usage an lateral thinking, not an explicit spell effect.
And most of all, I am so certain that those goals can be achieved with only the logical secondary effects of spells with primary effects explicitly restricted to the three tools I mentioned above that I never thought that others might see it a different way, especially seeing this duality of purpose is part of what attracted me to Foolamancy in the first place.
So, just a list of a few foolamancy spells as I imagine them, with both explicit and actual purposes:
Explicit Effect: Adjust a unit's visual appearance (including the appearance of its stats). Multi-target, but will drop as soon as the veiled unit attacks or is attacked. (Does that last thing satisfy your balance concerns, Marbit?)
True Usefulness: Keeping special, powerful, or vulnerable (including wounded) units hidden in a mob until you need them (and letting them blend back in if need be), making your army appear more (or less) powerful than it actually is (mostly to deceive scouts and as leverage during diplomacy), temporarily
misdirecting the enemy (so he'll attack the units you
want him to, by making him think they're the ones he
wants to attack).
Explicit Effect: Create an illusionary unit.
True Usefulness: Making your forces appear more powerful than they actually are, Odious Distraction Beasts, defusing traps (not that kind of trap) and ambushes, running decoy for other units, mixing in with the rank-and-file to "catch" enemy arrows (possibly adding more Phantasms on the fly).
Explicit Effect: Turns a unit invisible for a period of time.
True Usefulness: This is probably the least subtle of the Foolamancy spells, as its effects are the most obvious. (Frankly, I'm confused why you have a problem with "adding" power to Veil, considering how much power this
spell already has.)
Explicit Effect: Similar to veil, but with more power. Stuff like lasting on through attacks, (although the enemy will probably get a free check to disbelieve when you attack) replicating status effects, etc. Of course, it'll cost a lot more juice and won't be multi-target.
True Usefulness: Similar to veil, but expanded. Mostly should only be useful for PCs or other high-value individuals.
Explicit Effect: Causes target to blend in with the surroundings. Automatically dispells if the camoflauged unit ends its move in LOS of an enemy unit and not in some form of cover. (Note: Moving gives enemy units a chance to notice the camoflauged unit, but noticing the unit does not automatically dispell its Camoflauge. Archers which notice the unit moving can later fire at the spot the unit moved to, but at a flat 2/3 or worse miss chance.) Automatically dispels if the unit is damaged.
True Usefulness: Ambushes that cost less in juice than crypsis-based ones. Moving units up through cover more effectively. Enabling retreats to "melt into the rocks" more literally
Explicit Effect: Create a better
illusionary unit. One which takes damage from arrows, can acquire status effects and is generally just more believable.
True Usefulness: The same as Phantasm, really, but more effective.