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Joined: Aug 2015
Probably not, that pretty much requires supporting "custom special spells" in other words spells that can be anything at all. I considered it for a very long time but it's way too much work and requires adding spell targeting types and AI scripts for each type on top of the (planned to be added) custom spell animations.
While it's already possible to script pretty much any spell effect so a workaround of using a spell type that has the desired way of targeting might already be possible, the problem is without AI scripts these spells would be mis-used by the AI completely.
Maybe removing global damage spells from the "other" SpellTypeGroup and giving them their own internal type(s) could be worth it though. One for combat "all enemy damage" spell, one for combat "all enemy save of die" spells, and one for overland "damage to stack" spells. But that pretty much only allows damage and save or die spells so you still can't do anything else, like curse all enemies or heal all friendly units. No, I don't think this is the correct solution either.