WarKirby
Arty person
The thread title sums this up pretty well, but I'll elaborate of course.
With most spheres of magic, I don't advance beyond level 2. Even when I have archmages, arcane heroes, et al. Because to be frank, I think a lot of the level 3 spells are inferior.
This is primarily because so many of them are summons. The summoner trait is pretty uncommon, and I've never played as any leader using it, because I just don't really like summoning much. It gets somewhat of a meh feeling from me.
This is exacerbated farther, by the fact that most summons have synergy with their particular mana type, and are otherwise of fairly average strength. This forces you to take several mana of the same type if you want to be effective.
Some notable examples:
Fire/Air/Earth/Water
lv3 is summon elemental. for all of these. It's like all the destructive potential of this magic was just ignored.
Some alternative ideas that would make it more worthwhile
Fire III: Rain of Fire.
would simply rain fire down over a 3x3 area, randomly causing damage and destroying improvements. Perhaps, each unit within the area could have a 25% chance of being hit with a random amount of damage. And a 33% chance for each improvement caught in the radius to be pillaged.
Water III: Tsunami.
Although Tsunami fits with the octopus overlords theme, it's pretty disappointing that low level priests have more command over the power of water than an archmage with Water III. It's also frustrating that if you seriously want to fight at sea, you're pretty much railroaded into OO, and water mana is almost irrelevant. I don't think the ability would need any change, but just make the exact same spell that cultists have, available to archmages too.
Wind III: Tornado
would summon (in a way) a tornado unit with a lot of movement (4-6) and a decent chance of automatically pillaging any tile it passes through (40% or so) as well as a chance of causing collateral damage to units on said tiles. The damage could be resisted if units are in forts or cities.
Earth III: Move Mountains
The inability of even the dwarves to do anything with mountains is a bit annoying. A high level earth spell to remedy this would be nice. Simply put, you would cast it on a tile. If the tile contains a mountain, it would become a hill instead. If it's anything else, it would become a mountain.
maybe as a measure to prevent overpoweredness, thse spells could have a casting delay, similar to Bloom. I'm also thinking, since somebody must like elementals, that it would be perhaps good to make these additions to, rather than replacements for, the summoning spells.
So as not to be too negative, I'd like to point out the lv3 spells that I really love.
Nature: Vitalize.
It allows you to create fertile land anywhere. It fits so well with the nature theme, and it gives you something unique. A reason to go down that path. It's so much more original than "summon guardian of nature" or "summon tree spirit" or something similar, that you could have easily done.
Spirit: Trust
Again, completely unique effect. No way to replicate it. A completely unique reason to use spirit mana.
Chaos: Wonder
While this technically is about the least original spell in the whole game, I love the unpredictability and power it's capable of. Never knowing what you'll get is half the fun.
Law: Valor
More xp. Something you always need and want. This spell makes the Law sphere an excellent choice if you want to train superheroes.
Mind: Domination
Enchantment: Spellstaff
again, just awesome, original ideas. Fun to play with.
Entropy: Wither
Slightly odd one, this isn't really all that original, it's essentially just an area damage spell. But it has the added effect of inflicting a (semi)permanant status on the enemy, and it really fits an evil theme well.
Death: Lichdom
I don't use death magic much, since it is pretty much a pure summoner sphere. I like that actually, since I can avoid it entirely if I don't want summoning, and use it if I want pure summoner. It doesn't mix things up in a messy way. I want to highlight lichdom though, because it's an awesome idea, and I would never have thought of it. It's also one of the few examples of a spell promotion granting more than one spell.
Metamagic: Djinn
This is the only summon I would seriously use in a non summoner civ. Because he has affinity with all mana types, he doesn't force me to stockpile on one type, and allows me to be flexible. The Djinn is about the only time I feel that a summon is a good third level spell
Body: Flesh golem
I like this thing because it's far more than a summon. It's a permanant summon, which makes it almost not a summon at all, more like just another soldier in the army. But the ability to fuse with other units, to become stronger and get their promotions, is awesome and well thought out.
That only leaves:
Sun: Aurealis
Shadow: Mist form
I feel the same about these as the elementals. They're just summons with affinity to their particular mana type, and very little else unique about them.
Not certain on what could be added for shadow, but as for sun... I find it a bit odd that sphere contains no vampire killing spell. Are FFH vampires not allergic to the sun ?
Anyways, what does everyone think ?
With most spheres of magic, I don't advance beyond level 2. Even when I have archmages, arcane heroes, et al. Because to be frank, I think a lot of the level 3 spells are inferior.
This is primarily because so many of them are summons. The summoner trait is pretty uncommon, and I've never played as any leader using it, because I just don't really like summoning much. It gets somewhat of a meh feeling from me.
This is exacerbated farther, by the fact that most summons have synergy with their particular mana type, and are otherwise of fairly average strength. This forces you to take several mana of the same type if you want to be effective.
Some notable examples:
Fire/Air/Earth/Water
lv3 is summon elemental. for all of these. It's like all the destructive potential of this magic was just ignored.
Some alternative ideas that would make it more worthwhile
Fire III: Rain of Fire.
would simply rain fire down over a 3x3 area, randomly causing damage and destroying improvements. Perhaps, each unit within the area could have a 25% chance of being hit with a random amount of damage. And a 33% chance for each improvement caught in the radius to be pillaged.
Water III: Tsunami.
Although Tsunami fits with the octopus overlords theme, it's pretty disappointing that low level priests have more command over the power of water than an archmage with Water III. It's also frustrating that if you seriously want to fight at sea, you're pretty much railroaded into OO, and water mana is almost irrelevant. I don't think the ability would need any change, but just make the exact same spell that cultists have, available to archmages too.
Wind III: Tornado
would summon (in a way) a tornado unit with a lot of movement (4-6) and a decent chance of automatically pillaging any tile it passes through (40% or so) as well as a chance of causing collateral damage to units on said tiles. The damage could be resisted if units are in forts or cities.
Earth III: Move Mountains
The inability of even the dwarves to do anything with mountains is a bit annoying. A high level earth spell to remedy this would be nice. Simply put, you would cast it on a tile. If the tile contains a mountain, it would become a hill instead. If it's anything else, it would become a mountain.
maybe as a measure to prevent overpoweredness, thse spells could have a casting delay, similar to Bloom. I'm also thinking, since somebody must like elementals, that it would be perhaps good to make these additions to, rather than replacements for, the summoning spells.
So as not to be too negative, I'd like to point out the lv3 spells that I really love.
Nature: Vitalize.
It allows you to create fertile land anywhere. It fits so well with the nature theme, and it gives you something unique. A reason to go down that path. It's so much more original than "summon guardian of nature" or "summon tree spirit" or something similar, that you could have easily done.
Spirit: Trust
Again, completely unique effect. No way to replicate it. A completely unique reason to use spirit mana.
Chaos: Wonder
While this technically is about the least original spell in the whole game, I love the unpredictability and power it's capable of. Never knowing what you'll get is half the fun.
Law: Valor
More xp. Something you always need and want. This spell makes the Law sphere an excellent choice if you want to train superheroes.
Mind: Domination
Enchantment: Spellstaff
again, just awesome, original ideas. Fun to play with.
Entropy: Wither
Slightly odd one, this isn't really all that original, it's essentially just an area damage spell. But it has the added effect of inflicting a (semi)permanant status on the enemy, and it really fits an evil theme well.
Death: Lichdom
I don't use death magic much, since it is pretty much a pure summoner sphere. I like that actually, since I can avoid it entirely if I don't want summoning, and use it if I want pure summoner. It doesn't mix things up in a messy way. I want to highlight lichdom though, because it's an awesome idea, and I would never have thought of it. It's also one of the few examples of a spell promotion granting more than one spell.
Metamagic: Djinn
This is the only summon I would seriously use in a non summoner civ. Because he has affinity with all mana types, he doesn't force me to stockpile on one type, and allows me to be flexible. The Djinn is about the only time I feel that a summon is a good third level spell
Body: Flesh golem
I like this thing because it's far more than a summon. It's a permanant summon, which makes it almost not a summon at all, more like just another soldier in the army. But the ability to fuse with other units, to become stronger and get their promotions, is awesome and well thought out.
That only leaves:
Sun: Aurealis
Shadow: Mist form
I feel the same about these as the elementals. They're just summons with affinity to their particular mana type, and very little else unique about them.
Not certain on what could be added for shadow, but as for sun... I find it a bit odd that sphere contains no vampire killing spell. Are FFH vampires not allergic to the sun ?
Anyways, what does everyone think ?