Thunder_Gr
Emperor
how about removing pond entirely and putting spring back.
How about, as a better lv3 water spell, the ability to create a river. A source of fresh water, anywhere you want it. Think of how excellent that would be.
I find that a lot of the cooldowns you're proposing for these lv3 spells, are excessive in general. For instance, the firestorm spell, with it's 3 turn cooldown. Examining that critically, I'd say I wouldn't use it. I'd much rather summon fire elementals 3 turns in a row, and use their collateral damage to weaken stacks, and probably actually get a few direct kills as well.
Fire Elementals can only attack one stack at a time, do not destroy improvements, do not set forests/jungles on fire and do not destroy city defenses. However, If you want to go that way, this is why they are there.
In addition Mages are now much more dangerous. I think you are being unnecessarily offensive. I do not intend to create a gamebreaking spell system. I just want to create a better one than the existing.
Remember that archmages are a very limited unit. You can only ever cast 4 lv3 spells per turn, aside from a few heroes. Putting one of those already-limited resources out of commision for any length of time, is really something I wouldn't want to do. 1-2 turns might be tolerable for something epic, but right now, I can spam ring of fire with ritualists every turn, and do all the fire damage I need to successfully take a city. Why would I tech to strength of will, to get an archmage with a slightly better version of the same, that he can only cast once every 3 turns ?
Sure 4 Archmages + 4 Liches. Ring of fire will be modified, so you will consider to have something else for vast fire damage.
Here's an idea. SPELL cooldowns. Not on the unit, but on a single spell. After casting a big spell, make only that spell uncastable for a few turns, so the archmage isn't left sitting around like a lemon while your blitzing lv20 rosier slaughters thousands, turn after turn.
Interesting, but missing the point. The effort needed to cast spells doing 40% damage or more in a single cast in all units within a range is too high. Again, the Mages and adepts are much more better now. I know how overpowered the high level spells can be. I have read how they did it, I have done it myself. I do not want to allow it.