In Fallen Enchantress magic seems much more effective than WoM and thats very much a good thing IMO; I also like how each shard has its own clear identity and abilities - well done devs for the work you have done so far. Having played a few games I feel like sharing my thoughts on what we have so far and to make some suggestions about other things that could be added - mainly counters I think.
All the shards seem to be very useful to me but the two that stand out as particularly strong are Air and Water - both of which have some extremely useful spells.
Air gets cloudwalk, which is obviously amazing and I think the 80 mana cost plus high level requirement is entirely justified but it also gets evade and haste early on and the fantastic tornado, which is like a tactical nuke if you invest in evoke and air shards (fire gets something similar too).
Water gets meditation and mantle of oceans which are both good for stockpiling mana, blizzard (which you can easily start casting for free), freeze (a really handy strategic spell), and grip of winter (pure evil).
Most of the spells seem really good however I am underwhelmed by spells like celerity and the equivalents - 250 mana for a 1 point stat increase? seriously?
At the moment, I think spellcasters have no real answer except opposing spellcasters - and since the AI doesnt seem to level it's channelers quickly this puts them at a disadvantage. I would like to see some more magical defences too. Here are some things I think they should include:
1) nullify magic - strategic & tactical spell - removes all magical buffs/debuffs/enchants from target unit - maybe there should be checks between the spellmastery of the casters (the ones that cast the spells and the and the one trying to disenchant them)
2) back to basics/ null pulse - high level tactical spell - removes all enchants/buffs/debuffs from ALL units on the battlefield automatically
3) spell wards - enchantments that boost defences against spell damage and resistance checks - this could be a generic catch all enchantment or based on opposing elements - e.g. fire mages could create a ward against water magic, death mages could create a ward against life magic etc
4) buildable defences in cities that protect against magic in a similar way to hedge wall against physical attacks
5) ring of embers, ring of the glacier - lets have a ring for all six shards and buildable at the same tech as all of these - and the AI trained to assess its enemies/rivals and equip its troops with the appropriate rings
6) spell resistance - does this protect against spell damage? - it should if it doesnt
7) the rituals tech should allow units to pick traits like fire resistance etc - again, the AI should be trained to scout it's enemies spellcasters and plan ahead to build units with corresponding defences - Galciv 2 did this with lasers vs shields, missiles vs flak, mass drivers vs armour
Anyway, those are a few thoughts on counters against magic
An aggressive strategic spell I'd really like to see in the game is insurrection - this should be a top tier curgen's volcano type spell that allows the caster to steal an enemy city (and all its population and garrison army) unless a channeler or the tower of domination is in that city - it's not an enchantment
This post is getting pretty long so I'm going to leave it at this for now - what are other people's views on magic at the moment? I know it's getting a big overhaul for the next public beta so I'll be interested to see the changes.