What is your favorite Spell Sphere?

What is your favorite spell sphere?

  • Body

    Votes: 4 6.7%
  • Chaos

    Votes: 3 5.0%
  • Death

    Votes: 13 21.7%
  • Earth

    Votes: 4 6.7%
  • Enchantment

    Votes: 3 5.0%
  • Entropy

    Votes: 3 5.0%
  • Fire

    Votes: 23 38.3%
  • Law

    Votes: 2 3.3%
  • Life

    Votes: 2 3.3%
  • Mind

    Votes: 3 5.0%
  • Nature

    Votes: 11 18.3%
  • Spirit

    Votes: 2 3.3%
  • Water

    Votes: 12 20.0%

  • Total voters
    60

Kael

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Whats your favorite spell sphere and why?
 
Death because skeletons are super early helper units. Honestly, I still don't understand all of the other spheres yet so I keep it simple and go with death. Just be careful you're evil or the other civs will not be your friends anymore for using death magic.
 
I really don't have a favourite spell sphere, I'm still experimenting:)

Although for super-handy early spell, I really love "Spring" from the Water Sphere.
 
I had not time to test all spells but for now i really like to build body and dimensional nodes as the level 1 spells (haste and escape) are usefull to have for any caster. But most of the other first level spells are very useful, too (at least those i tried)
 
Yeah, I also go for body nodes, having "haste" as a default spell is excellent. One mage in a stack always has it, either I have body mana or not.
 
Hard to say. Death is one I often pick early, as with it Adepts can be used as decent early military, while at the same time being good investments in the future. Fire is probably the most useful for offense, Meteor Shower is still to be feared. (Especially if you also have a Spellstaff - Meteor x 6 = very dead enemies).
 
Having a couple of early adepts with death 1, perhaps one with a couple of strength promotions, makes a great early defence force. You can throw the first wave of skeletons at the attackers and instantly summon a new wave as soon as they die. And ttack again with those as well if you like. And they're completely free.

This strategy was extremely important in a hotseat game I've been playing.

Edit: I was a bit miffed when I wasted a promotion on the spell which gives you 'scrub fallout'. Not exactly useful in the early game when you're at war. Guess I should've taken a look at the civlopidia before choosing it.
 
Early game, I really like having an adept with water running around turning all of the rather useless desert tiles into plains.

Makes some really bad city locations more appealing.
 
I have to say death as it is only really useful to have on all adepts- extra skeleton is always good. Haste and enchant blade and spring are useful but you don't need them on every adept. You do need death on every.
 
Problem with death is it damages your relationship with good races, or at least, it is meant to. Meaning that if you are the Luichurp, Malakim, etc, and use Death, Chaos or Entropy magic, you're going to have a hard time making friends.
 
wilboman said:
Problem with death is it damages your relationship with good races, or at least, it is meant to. Meaning that if you are the Luichurp, Malakim, etc, and use Death, Chaos or Entropy magic, you're going to have a hard time making friends.

With enough skeletons, who needs friends? ;)
 
wilboman said:
Problem with death is it damages your relationship with good races, or at least, it is meant to. Meaning that if you are the Luichurp, Malakim, etc, and use Death, Chaos or Entropy magic, you're going to have a hard time making friends.

This doesn't apply so much in multi-player though

Edit: well I guess it does in a way. Your opponents get pretty pissed off when all they're killing are skeletons :D
 
I haven't voted because I have more than one choice.
First off I should say that not all spheres are complete, and I didn't try them all.

My favourites are death, body and enchantment.
The summon skeleton spell is a bit overpowered IMO. It should be nerfed with a limited duration of 2 turns (+3 for summoners). Actually, all summon spells should have a duration...
Body and Enchantment give very nice boni even at level 1. Haste is a huge help in the early game.

I didn't have time to try Entropy yet, it looks good on the paper. The other spheres don't convince me much, especially those "good" aligned . They should have better stuff. For example the spell against undeads could be extended to demons too.


All in all, I think the spell system is not finished yet and I didn't even try all of it, so I can't say much for now ;)
 
Still experimenting, but both Fire and Nature look pretty handy.
 
Death & body for the early game. Haste and skeletons are IMO the most impt assets for the Spellcaster units.

Enchantment for both early and later. Gives boosts to all the units early on, and allows for Spellstaff later when multiple attacks by stronger AM and DS are impt.

Fire for the later game, having all 3 Archmages with Meteor Shower and Demon Summoners with Fire Elementals lets me bombard a tough city with strong defenders.
 
onedreamer said:
I haven't voted because I have more than one choice.
First off I should say that not all spheres are complete, and I didn't try them all.

My favourites are death, body and enchantment.
The summon skeleton spell is a bit overpowered IMO. It should be nerfed with a limited duration of 2 turns (+3 for summoners). Actually, all summon spells should have a duration...
Body and Enchantment give very nice boni even at level 1. Haste is a huge help in the early game.

I didn't have time to try Entropy yet, it looks good on the paper. The other spheres don't convince me much, especially those "good" aligned . They should have better stuff. For example the spell against undeads could be extended to demons too.


All in all, I think the spell system is not finished yet and I didn't even try all of it, so I can't say much for now ;)

I will boost the power of destroy undead in the next patch.
 
Putting a limited duration on skeletons wouldn't help much IMO. Some way of preventing you from summoning a new skeleton straight away because the one you summoned last turn died might be more effective. But then they wouldn't be half as fun :)
 
kevjm said:
Putting a limited duration on skeletons wouldn't help much IMO. Some way of preventing you from summoning a new skeleton straight away because the one you summoned last turn died might be more effective. But then they wouldn't be half as fun :)

I agree. I love the differeing mechanics and will probably always have some creatures that are limited by the amount of casters instead of just duration. I would rather decrease their power, or increase their counter to deal with them if they are to effective. Removing mechanics is usually a last step.
 
well, not only unlimited time summoning is something never seen in any fantasy game (especially with extra-planar creatures or undeads), but it's easily exploitable by using skeletons for scouting. Also a summoned creature should stay near the master because it doesn't make much sense that a summoned undead can wander off till the other end of the continent from its master. Also, with unlimited summoning I can spawn skeletons to one side of my empire, then move my mages to the other side and in case there is danger in this other part destroy those skeletons and summon new ones here. It may be fun etc but -since we are speaking of mechanics- it doesn't follow summoning guidelines at all and it's too exploitable. The fact that you can use up to 3 skeletons in one turn with just one mage (with spellstaff) is also something overpowering but at least more "realistic".
 
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