its doable in 751 but time consuming, like everything else in life.
magic might be handled through a spell book. i'm trying to scheme out a function that when a weapon (spellbook or magic sword or whatever) is used in combat, you jump to a menu that allows several choices. when you select the choice, it drops back to combat, and the weapon implements the attack type selected (fire, water, earth, wind). if i get it going, i'll throw it out. it has no application to m3, but was an excercise of 'can it be done in python' thing...
saints prayers can be done the same way. have an amulet, icon, holy symbool, whatever that when its used in the attack, it allows the 'prayer' choice to pop up.
ever since i saw how the formation command was implement, i can see a workaround for both problems, and not with great effort, they can be overcome. i prolly spent several hundred hours playing and replaying Darklands back in the day... and nearly all of the functions can be implemented or 'spoofed' in one way or another.
time. now is not the time for me. but i would offer suggestions and minor code help - to a talented person that wanted to tackle the honor.
i would, however, suggest a 'tribute' mod to Darklands, having the same atmosphere, flavor, setting, weapons, and events. that way, you could happily diverge without having that constrained feeling. if you're serious, start creating that german map (use a REAL elevation map as a base - get it more real than the original), set up the towns in the right spot (using a 290x290 map, of course), start collecting weapons, armor and props permissions and eliminate those items that have no impact on the project. do all the towns up. set up the enemies and their attacks and conversations. then, after the three months it takes to do that, to make the mod unique:
1) set up the water transport scheme to move from town to town via converasation with a boat captain down at the docks.
2) set up town entry to always roll through a conversation with guards at the gate, as well as lock out at night.
3) set up your random events - this can be hybridized from a bunch of other mods
4) set up your fixed missions (raubritters, merchant missions, theft, etc) - this can be way expanded beyond the original also
5) set up your timed events and unique conversations
6) set up the prayer and magic schemes
1-5 are the simplest. 6 is the toughest, but can be done. if you do everything else (which is just time consuming, no complications) they'll be 10 people to brain trust the last. don't be intimidated on the project complexity - but respect what i tell you: modding is time consuming and frustrating. you'll be an expert bug hunter by the time you're done. and you'll know all sorts of wierd coding resolutions.
i reccomend 100+ random and 100+fixed events that don't repeat themselves for 30 game days or so... no one will ever get bored. prolly end up being the most popular mod, except for the die hard tolkien and jedi types. luuuuuuuk. lots of it. maw