[Feedback] Magic spells

I went through the list of spells pdf posted by Derek a while back. So this is still an issue I'm going to share my feedback on.

 

I chose the trait summoner because, for me, that was when I had the most fun in MoM. Summoning awesome creatures. I spent the majority of that particular game, which I almost finished, using only a shadow warg and Call of the Wild. There's only one faction left and now I have added a single earth elemental to my group.

I chose the trait hoping to find more summoning spells, but I was disappointed to find only one other one the entire game. I personally feel that there is more to this than just the lack of summoning spells. So here's my suggestions/feedback.

1) We need more summoning spells. If I'm an Earth Disciple, why not a bear, an animated plant creature? If I'm a Water Disciple why can't I summon amphibious giant frogs?

2) Summoning spells seem to be done as a Buff to the caster. This means they don't stack. If I generate 4 mana a turn and want to spend it on a group of 4 worgs, I think I should be able too. Some spells should specifically state "Only 1 active at a time", but some should be stackable, to give magic civilizations replacements for troops they probably don't have techs for. Also, all summoning spells right now seem to work both in and out of tactical. I feel they should be either or. Fire magic summoning a Living Bomb in tactical combat is cool, for example.

3) Now, I have made a none-summoner caster who was supposed to be a death specialist (Why are there no skeleton armies?!). I couldn't get new spells. I was stuck with the same spells for about 150 turns and eventually gave up. This is an issue I greatly have with the game right now. There needs to be a CONSISTENT and RELIABLE method to obtain new and interesting spells. Relying on Champion traits is not the best way to do it, imo. I think the Disciple traits should determine what they can cast, for sure, but there has to be other ways to unlock new magic.

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Reply #1 Top

Agreed, the game does need more spells, including more summoning spells.

A mod I am working on has spells for the Arachnid Mage: Web (level 2 affects 1 enemy unit unless it resists), Mass Web (level 4 - affects all enemy units unless they resist) and eight "tactical" spider summoning spells (lots of small spiders, small poisonous spiders, a few large spiders, fast moving large spider, and a huge spider demon (it costs 150 mana to summon the Spider Demon and you lose 1 point of constitution)). The small spiders are great for slowing down an enemy advance, and the large spiders for attacking enemy units.

I agree that you should be able to cast the same summoning spell multiple times during a battle to summon multiple creatures.

Reply #2 Top

There is one elemental for each element I think. (earth, fire, water, air)

 

-> I agree that Death legions should be able to summon ACTUAL armies of skeletons and zombies :)  (instead of just make artificial ones via weak troops)

Reply #3 Top


The issue isn't so much that there aren't summon spells available at every level but that each champion is restricted to 1 summon per spell school they have leveled. I would definately appreciate more summons, but I'm not certain they should be tied to spell level rather than to magic technology. There should also be no limit to the number of creatures summoned other than the mana support required per turn.

Reply #4 Top

What about having some unlocked when you have enough shards for them? Say like a greater Fire Elemental, you have to have 5 fire shards in your control to learn it?