Some thoughts on spells, relative power, and sundry other related tidbits.
1. Spells come in a variety of flavors, which I will refer to henceforth as Schools. All spells in a School should share a certain focus. The easiest to think about are the Elemental Schools of Fire, Earth, Water and Air. We also know that the Kingdoms of the Race of Man will have Life, and the Empires of the Races of the Fallen will have Ruin. The guiding principle here should be KISS (Keep It Simple, Stupid). Lets not go overboard on having too many Schools.
- Arcane (general)
- Fire
- Earth
- Water
- Air
- Life (Kingdoms, Race of Man)
- Ruin (Empires, Races of the Fallen)
2. Spells also have a variety of uses. Lets call these categories. Certain types of related spells can be lumped together in a Book. Such books can be researched through the Magic Tech tree, or as rewards throughout the world (item cache or quest rewards). The reward should be commensurate with the risk to obtain it, though. (Summoning, as an example, opens up
2a. Scrolls could be obtained as a reward, that gives a single spell. The rarity of the spell should be balanced to the difficulty of the effort to obtain it.
3. Some spells should also be part of a sequence. For example, you must learn Firebolt before you can learn Fireball, and perhaps then you can learn Meteor.
Each and every spell should fit into a simple matrix of columns (School) and rows (Category).
Organizational thoughts:
Master of Magic had a good breakdown of spells, by Realm (Arcane, Chaos, Death, Life, Nature, Sorcery), and also by Category (Creature Summoning, City Enchantment, Creature Enchantment, Global Enchantment, Combat, Special). Spells were further defined by being usable only in combat or outside of combat. Some effects (summons or enchants) would last only for the duration of combat, while others would be persistent. Some spells would cause a permanent effect for a one-time cost, such as Wall of Stone (City Enchantment, creates City Walls), while others would require a per-turn upkeep cost of magical power. MoM also has 214 spells, if I counted correctly, and they are balanced.
[Weakness] Currently, the interface of what spells you know, and what is available to be learned, is very poor.
[Suggestion]
Having the spells arranged in a Book:Function matrix would be both quick and expandable. So across the top you would have something like Favorite, Fire, Air, Water, Earth, Summoning, Ruin. Upon selecting any of those top tabs, the side tabs would appear and have categorical fields based on the primary selector. I.E. Selecting Air, would bring up sidetabs like Direct, Area, Combat persistent, Combat buff, Enchantment, World and such. Favorite Tab would allow you to make a custom quick list for rapid spanking action
As VermillionChaos said, tabs for each Book, with side-tabs for each category of spell. Also, it would help to have some easy visuals, such as corner icons that show required Shards to power the spells, or if Essence is needed. Personally, I think I would prefer to have a written out spell description, instead of simply an icon. Tabs & side-tabs would make it easy to winnow out the spells you want to look at. I also think two other useful side-tabs would be for 'Available' and 'Unavailable' (potentialy available) spells.
EDIT: I think there should be a distinction between general spells (Arcane), and faction schools (Life, Ruin). The Arcane school should have every generic spell that is required to play the game, or to balance the playing field. Some examples that leap to mind are the Revive Land and Protection from X spells.
Learning New Spells:
[Weakness] Currently, spells are learned when you accumulate enough Spell Points, and remember to open up the book and learn one. Unlike building new structures in a city, there is no way to queue up learning new spells, and the 'visual notification' (the bar in the lower left) of how many spell points you have is easy to overlook.
[Suggestion] Personally, I would rather be able to queue up spell learning, in a manner similar to building new structures in a city, with Spell Points going into that research. Instead of researching all kinds of Magic techs until you had a max cap of 200 Spell Points and then hoarding Spell Points until you actually had 200, your cities and Loremasters would be pumping those Spell Points into 'researching' the Volcano Spell.
Spell Points:
[Weakness] Currently, Spell Points have only one use - currency to 'buy' new spells. Unlike gildar, you can't keep stockpiling all you want - there is a hard cap on the maximum Spell Points you can have. Every turn past filling your SP's to the max is a waste of magic.
[Suggestion] Spell Points should have multiple uses.
- Research points going towards learning a new spell.
- Upkeep costs to maintain enchantments (global, city or unit).
- Costs to cast some spells.
Casting:
The current cost of casting a spell is a mix of Mana, Essence, and Shards.
[Weakness] Essence is hard to come by. Max mana is based on Essence. Shards are limited in the world.
[Suggestion]
Essence: As it has been talked about, Essence should not be permanently lowered by anything. Any Essence used to power a spell should be regained, with limitations. Perhaps limited to a city, or just friendly territory. Maybe some structures or talents can help it regenerate faster. But it should never be a permanent loss.
Mana: Max mana should not be tied to your max Essence. The current Magic techs that boost your max Spell Points could instead be used to boost your max mana. Also, tie the max mana to a stat, so that when you level up and boost that stat, you also boost your max mana. Mana should be regained in a similar way as hit points are.
Shards : Shards currently are only used in casting some spells. Shards are simply an on/off resource - either you control it, or you don't. It does not build up a quantity of usable resources, such as the various Building Materials. Perhaps control of a Shard Shrine should give you resources per turn, like the Workshop does. If you lose control of that Shrine, you might still have a quantity of Shards to use in spell casting, until you run out. Or they could be used in trades. Spell costs would have to be balanced, of course.
Bleh. It's midnight, I'm going to bed.