I have been playing in the Beta for a couple of weeks now, and I play quite frequently. I have very much enjoyed the game, and I have great confidence that Stardock is going to put out an amazing product when all is said and done. I do, however, think the magic system needs a major change. There are a few major problems right now. These problems, however, all have very simple solutions. Below, I'll list out the problems, followed by my preferred solutions.
Problems:
1. Imbue hero - this spell is almost detrimental. You expend one of your essence and another hero gains one essence. The trade off here is not worth it. A straight trade of one-for-one means nothing - it gives your imbued hero no real power (can only cast spells that cost one mana), and only serves to weaken your sovereign. I do realize you can find essence potoins and give your heros essence when they level (if they already have essence). But this is hardly enough to make your heroes strong casters.
2. Essence - There is simply not enough of it. I know it is supposed to be rare, but there has to be a better way of generating essence. More on that further down this post.
3. Shards - It should be a big deal to acquire a shard, even if you don't have any spells that require its power. But right now who cares if i get an earth shard if don't have earth magic?
4. Wisdom - This stat currently has no real meaning, unless there is an unseen spell point total. Even if there is, I have something extra for which I would like to see this stat used.
Solutions (going in a mixed order):
1. Wisdom - Tie wisdom with your total essence instead of Intelligence. It gives Wisdom a real meaning, and causes casters to take it very seriously. Also, do not let a character's essence surpass their Wisdom. The ceiling for their essence should be their total Wisdom score. Why? Keep reading my friends.
2. Essence/Shards - This is the really big one. Shards, these great magical crystals, really are not that great. But they should be. I think shards should generate essence, albeit a small amount of essence. Maybe 0.1 essence per turn, or less. Now this may sound crazy, but if you have a cap on your essence because of your wisdom score, it is not too overpowered. But still it would greatly increase the signifcance of shards. You may ask "But leonach2, how would this essence be stored? Would every hero including the sovereign regenerate 0.1 essence per turn?" Ha! No, that would be WAY overpowered. Only the sovereign would generate essence off the shards. In fact, if this system were implemented, you should be able to choose between having your shards generate essence or be used to cast spells. One can not be active when the other is. And to switch between the two abilities may be a process that takes a few turns. One other element I might also add to shards is the ability to regenerate mana faster (unlike essence, this ability would apply to all of your magic users). It, of course, would follow the same activation rules as the other two shard abilities mentioned.
3. Imbue Hero - This should cost more essence, but in return give the recipient an amount of essence equal to his Wisdom score. This way you won't be imbuing every hero and his brother/sister/mother/familymembers/dog etc., but when you do Imbue, it makes them into potentially powerful casters. I would probably make this cost somwhere between 5-10 essence, and it can only be used once on each hero.
Alright, that's it. Here's hoping Frogboy and his team crank out an amazing magic system (as I am sure they will)!
Sincerely,
Leonach2