3-fold Warped Infantary:
Resources:
1 population unit (or whatever is used to represent human resources).
1 unit of silver swords, worked by a runesmith.
1 unit of hell hound leather armor.
3 castings of the spell chromatic warp.
This infantry is created pretty much in the same way of any normal infantry, and an old one ca easily be refitted into this unit. The only extra step is the application of the chromatic warp spell. The chromatic warp spell normally change a unit in one of the following ways:
The red ray will either allow the unit to breath fire, gain one point in fire magic, or gain one point of fire resistance, depending on the attributes of the target (units with strong defense gain resistance, for example).
The orange ray will reduce the creature's resistance, but allow it the special ability to breathe a disease cloud.
The yellow ray will enhance the creature's speed, but diminish its intelligence.
The green ray changes the type of the creature to vegetable, and gives 3 of the following: doesn't eat, good defense, claw weapon, charm vegetable, -1 to speed, no morale, poison, weak vs fire)
The blue ray either allows the creature to fly by growing bat wings from their backs, or gives it gills and fins, allowing it to go into water.
The indigo color usually kills any creature without the ability to use magic. Creatures able to use magic lose various physical attributes, but gain 1 to 3 ability points in random magic paths and (4 - the number of points that went to magic paths) psychic abilities. Sometimes a lone hero struck by this color who is unable to use magic may earn that ability and a lot of psychic abilities and magic points, but he will probably become an independent because of the harrowing transformation. Sometimes a normal unit incapable of magic stuck by this ray will become some kind of monster, usually taking residence in a nearby dungeon or creating one.
The violet color applies to the creature an undead template adequate to its power level.
The black ray kills the subject, even undead ones.
The shadow ray makes the creature stuck between dimensions. The creature can now fly and is incorporeal, and it exists simultaneously in more than one dimension. There is a possibility (certainly If the game is not using dimensions) that the creature will exist in two (or more) places at the same time in one dimension. This creature can't travel dimensions, except through the spell greater plane shift, or equivalent. If subjected to this spell, the creature is either transported to the destiny and loses all abilities given by the ray, or the places where it exists are changed.
The ruby ray causes the equipment of the subjects to become alive and fuse with their flesh. The effect varies with the equipment.
The creation of this unit subjects it to the spell three times. Furthermore, the specially prepared sword asserts that the ruby ray will hit the unit in the first casting, imbuing them with the enchantment of their swords. The special leather armor asserts that the red ray will hit next, always giving the unit the fire breathing ability. The third ray is up to destiny.
3-fold Demonic infantry:
Resources:
1 population unit (or whatever is used to represent human resources).
1 unit of silver swords, worked by a runesmith.
1 unit of hell hound leather armor.
1 unit of devil amulets.
3 castings of the spell chromatic warp.
This unit is pretty much equal to the warped infantry. However, the devil amulet, a special item made from the bones of creatures of a bygone era, are necessary. This item usually has an effect in all the spells cast at the unit, and it does so with the chromatic warp ray. Basically each effect is greatly enhanced, but has very strong side effects that accompany it. The red ray, for example, will bestow the fiery damned form, which has a strong natural armor, the ability to throw fire balls, wings, but is weak against holy water and ice spells. It can also be banished.
Cultists of the fake god:
1 unhappy population unit in a city with the building forbidden library.
1 infiltrator unit.
2 points in "death" magic.
The spell Ulgorath (which needs way more than the said 2 points).
This unit is formed by normal folk who disliked the way their channeler governed them. Being led by a false cult leader implanted by the said channeler (or possibly another), they are imbued with minor "death" magic abilities. They actually believe to be serving an ancient, forgotten god, and to be rebelling against the channeler's cause. They will cause unhappiness in cities, and may lose health there. They also can't be added to most normal army stacks. Their greatest ability however, the summoning of Ulgorath, requires them to go to a big city, and keep a low profile there while kidnapping sacrifices. Once they have enough victims, the spell Ulgorath will be available to casting by the player. Casting this spell sacrifices tall the Cultists in the city, as well a big part of the city population, but creates the immense Ulgorath in the same city.
The ones of the stars:
The spell star fires (from MoM).
The spell star augury (random benefit, prevents random events in a city for x turns).
The spell zodiac (different effect depending on the month of the year).
A pentagram made of star metal (meteorite).
An observatory.
By combining the above spells, the caster calls a unit called The ones of the stars. This unit is formed by creatures that are very alien, most of the time they are immaterial. The actual abilities of the said unit, as well as their appearance, changes according to the in game month. They even completely disappear for two months every year. The units can also gain very different abilities if the current month has a holy day.
Werewolves
Any unit that razed a city.
The spell "curse of the full moon" (varied effects).
A wronged innocent (can be retrieved by a "spy" unit from any city the target unit razed.
This little recipe allows a unit to become werewolves. An unit so cursed will behave normally, but during the full moon, they will become beasts that attack anything in their sight. If the unit can be maneuvered to attack in this period, they will do so as werewolves. Leaving werewolves with other units or on cities on turns that they can become werewolves is very hazardous. They will cause damage to whatever is there with them, and will possibly be damaged as well.
Please note that I assumed that other creatures are able to use magic, either because they really can or because the channeler imbues this ability into them. I also assumed a somewhat arbitrary scale to attributes here, so I could give an idea of what I had in mind. While I hope to create something like this in my game, I am posting this only so the devs can have an idea of what I want to be able to do.