Spells marked Green are spells I'm 100% satisfied with. They won't be changed unless there is a very good reason to.
Spells marked Red are what I'm not satisfied with, and think requires some sort of a significant change.
Spells marked Blue are good the way they are, but might need numerical tweaking (on costs, or effect strength)
Spells marked neither are spells I don't have enough experience using and fighting against to judge.
Concept
Life magic is all about strengthening what you already have, units, cities, your own powers.
Strengths :
-Boosting economy by producing more resources of all types
-Boosting military units in various ways
-Boosting magic in ways that won't negate the realm's weaknesses
Weaknesses :
-Summoning
-Direct damage
Common Spells
True Light : Removed
This spell was pretty worthless as is. Buffing Life creatures is pointless, the realm's primary weakness is having minimal summon spells, and generally not strong enough to buff. Reducing stats on Death units is useful, but I want to keep spells that hurt specific realms to the minimum, as it is simply unfair and makes the realm on the receiving end way less playable.
1. Holy Armor
Cost : 7/35
Maintenance : 0
Research : Normal
Effect : +2 defense to the target normal unit.
An entirely defensive buff, which grants a useful, universal, but not particularly outstanding defense boost. It does not help in offense whatsoever, and only helps the unit stay alive. Due to this, maintenance is not welcome, as the unit is likely to stay in play much longer than it normally would, but without contributing significantly more towards your expansion.
2. Holy Weapon
Cost : 10/50
Maintenance : 0
Research : Half
Effect : +1 To Hit for the enchanted unit, and it can ignore Weapon Immunity.
+1 To Hit effectively translates to a 33% damage boost, 25% if the unit already has magical weapons. Considering the maintenance cost of the typical early game unit, and assuming the fair maintenance cost would be no more than a quarter of that (don't forget that mana is more valuable and harder to get, especially in the early game), the only reasonable choice is to have this spell have no maintenance. While that might be a bit too good for expensive, high end units, at that time in the game, a even 1-2 mana would not be relevant anyway. Eventually, this spell gets obsoleted by Holy Arms.
3. Healing
Cost : 15
Research : Normal
Effect : Heal 5 health on the target unit during combat.
An exceptionally good spell which should not be buffed and probably not weakened either. It's slightly more cost-effective than the best damage dealing spells, which is how it should be.
While it would be nice if it was available on the overland map too, I don't think that's reasonably doable, if at all, unfortunately, and I have doubts it would be useful anyway, overland casting skill is a bit too valuable to use for this.
4. Just Cause
Cost : 150
Maintenance : 3
Research : Triple
Effect : -1 unrest to all cities owned, and +10 fame.
A really powerful spell that gives a considerable economic boost to Life wizards in the early game as well as a chance for better heroes. However, the initial cost is high, maintenance is considerable for the start, and investing into it too early can backfire, as less can be spent on other spells that do support early game aggression (especially if playing two or more realms). As this choice only matters if the spell is common, this is the right place for it. (as an uncommon, you would have no problem spending on it AND staying aggressive at the same time) Furthermore, the additional fame for better heroes is only relevant in the early game too.
5. Guardian Spirit
Cost : 60
Maintenance : 1
Research : Normal
Effect : Summoning 1 figure : Melee 7, +3 To Hit, Defense 6, Resistance 10, Moves 2, 10 health, Resistance To All +1, Meld.
Effect: Provides Heavenly Light effects (both power and combat buffs) to melded node (doesn't count towards Cult Leader's bonus).
6. Endurance
Cost : 70
Maintenance : 1
Research : Normal
Effect : +1 movement and +1 To Defend for enchanted unit
[i]A pretty good buff that boosts both mobility and defensive power, this is more expensive than Holy Armor. The To Defend bonus is more valuable than the 2 shields of that spell only if the unit has 6 shields total, but below that point it's weaker. Overall, this is an excellent buff that remains useful even during the late game, and has the potential to be as valuable as Iron Skin, albeit only on units with extremely high natural defense. As effect value scales with the target's defense, balancing the cost is difficult, but at the very least it should be more expensive than Holy Armor because it also adds 1 movement.
7. Heroism
Cost : 15/75
Maintenance : 1
Research : Double
Effect : Enchanted unit is level 4 (Elite) while the enchantment is in effect
A very powerful effect on heroes, and a much weaker one on normal units, the cost of this spell is hard to balance. The current version might be underpriced for heroes, but for normal units it's reasonable.
8. Heavenly Light (new)
Cost : 60
Maintenance : 1
Research : Double
Effect : Enchanted city generates +3 power (counts as a religious building). Units defending the city gain +1 melee, +1 defense, +1 resistance. Also grants the "magic weapon" bonus to normal units that don't already have magic weapons.
It takes 30 turns in the current version to reproduce the initial cost of casting, which is a pretty long term investment. On the other hand, it IS free power, and it contributes to defending the city as well. Has synergy with Cult Leader and Dark Ritual.
9. Bless
Cost : 7/35
Maintenance : 0
Research : Half
Effect : Enchanted unit has +5 defense and resistance against Chaos and Death type attacks, spells and effects.
Buffed the effect because Righteousness, the stronger version of this is no longer in the game, and also because a +3 would lose out in value to Resist Magic as well as Resist Elements (which is also +3 but covers Nature, meaning it works against 95% of the magical ranged attacks in the game!). 5 might be too high though, this strictly makes the buff better then Resist Elements against anything from the Chaos Realm. The tradeoff is, no protection from Nature (ammo of shamans, sprites, priests, some heroes) but protection from Death Gaze, Life Steal and ofc Death realm spells.
10. Star Fires
Cost : 12
Research : Normal
Effect : Does a strength 23 attack against any fantastic creature.
Anti-fantastic creature is somewhat of a Sorcery speciality, but Life also does it, so this is a reasonable change. Almost as good as Fire Bolt, but fantastic units are a lot more durable so it's overall not that powerful.
Uncommon Spells
Heavenly Light (old) : Removed
Completely worthless for the same reason as True Light except even more so, because you can't cast it when you need it, but have to set it up on a fixed location. Not only is it less useful but it's also more expensive! Name and graphics were used for a different spell.
Plane Shift : Removed
Removed because 3 Life spells that grant access to the other plane is overkill, and this one merges the advantage of both others into one spell, causing them to be useless. Planar Travel allows movement anywhere but for one units. Astral Gate can transport any amount of units but it is limited by location. Phane Shift however did both and for less mana than either, too!
Planar Seal : Removed
Aside from the obvious issues with the AI not being able to recognize situations where dispelling or cancelling it is needed, this spell is also very uninteresting and has pretty much one function, to force the player to cast a disjunction spell to remove it, unless the player can abuse the AI's stupidity to win with minimal effort, which is also not fun.
1. Exorcise (replacing Dispel Evil)
Cost : 20
Research : Normal
Effect : Each figure in target fantastic unit must resist at -1 or be disintegrated (cannot heal or regenerate), undead suffer an additional penalty of -3.
See Star Fires for explanation. Cheap, but horrible resistance penalty and the intended targets usually have good resistance. Magicians can cast it so it can be mass-used to counteract low chance of success.
2. Astral Gate
Cost : 200
Maintenance : 1
Research : Normal
Effect : Opens a portal in enchanted city that allows travel between the two planes in any direction.
This is now uncommon because it is not worth a very rare slot. By that time, everyone has access to the other plane through towers. Cost is also lower. AI is now able to cast the spell and to move units through it!
3. Unicorns
Cost : 250
Maintenance : 4
Research : Normal
Effect : Summoning 4 figures : Melee 5, +2 To Hit, Defense 4, Resistance 7, Moves 4, 8 health, Resistance To All +2, Poison Immunity, Teleporting
A summoned creature that is great for taking out ranged units, but isn't very good in melee combat considering its cost. This actually is a pretty useful ability as Life lacks direct damage. Mostly worth using for the resistance bonus though, it's usually easier to deal with ranged units through own, more buffed ranged units.
4. True Sight
Cost : 15/75
Maintenance : 0
Research : Normal
Effect : Grants Illusions Immunity to enchanted unit.
Effectively an anti-sorcery realm spell (which is weird, that realm isn't an enemy of Life). Unlike other anti-realm spells though, this does not hit Sorcery wizards too hard, there are ways around it. Summons, although their attacks will no longer ignore armor, will still damage the units, as will Psionic Blast, and if that isn't enough, Sorcery mages have a triple chance to dispel!
The effect to see invisible and counter Illusion damage are valuable, and the latter is essential for the survival of heroes and is the only reason why this should be an effect available in the Life realm. Very situational so maintenance cannot be justified.
Overall, I'm not too happy with this spell but without it, hero strategies would be far less viable, making it a necessary evil.
5. Stream of Life
Cost : 200
Maintenance : 8
Research : +50%
Effect : Enchanted city has no unrest, doubled population growth and units heal to maximum in the city at end of turn.
No change, this spell is now more balanced because both unrest reduction and population growth are more available. Still powerful enough to be a rare.
6. Prayer
Cost : 40
Research : Double
Effect : All friendly units in combat get +1 To Hit, +1 To Defend, +1 Resistance.
One of the best uncommon spells in the game, you'll usually want to cast this in any important battle. This is one of those things that make Life the realm it is meant to be.
7. Planar Travel
Cost : 50
Maintenance : 1
Research : Normal
Effect : Enchanted unit can travel between planes.
The alternative to Astral Gate, you need to cast this on units individually, but can do so anywhere on the map. The AI is now capable of changing planes with units enchanted by this.
8. Raise Dead
Cost : 35
Research : Normal
Effect : Revive a dead normal unit during combat with half of its maximum health.
Not very effective in improving your chances at victory as it bring back an already defeated unit, and only at half health, however, it's very good at minimizing losses in battles and maintaining a large enough stack capable of fighting. Primary purpose is recovering lost heroes, or other valuable units, and not to help turn the battle around, and it does a great job at that, you effectively get a unit back permanently for only 35 MP and no overland skill used, saving you whichever cost the unit would otherwise have. One of those very few ways to obtain permanent units for combat casting skill.
9. Resurrection
Cost : 500
Research : Normal
Effect : Revive a dead hero on the overland map, it keeps levels, but not items, buffs, etc.
A "backup" which ensures your heroes never die, and turn them from a one-of unique to a reusable summon. As top level heroes can easily rival Very Rare summons, this spell is a good deal even for the quite significantly increased cost of 500. Be careful not to lose your items though!
10. Divine Order (new)
Cost : 250
Maintenance : 10
Research : Normal
Effect : All Unit and City Enchantments are 25% cheaper, Global and combat enchantments 10% cheaper, summons 10% more expensive, combat spells 25% more expensive. Affects everyone, and stacks if multiples are cast by different wizards.
A quite obvious attempt to shift game balance in favor of Life wizards, this spell is best used when playing mono-Life, or when casting a lot of enchantments in a row (after which it can be turned off). It's cheap, so easy to dispel, and most importantly, it can easily backfire as discounts also affect enemies. While it's much less likely for a Death or Chaos wizard to profit from this, they do have a few spells to take advantage of it, especially city curses, and the rather dangerous Black Sleep and Possession!
Rare Spells
Rightouesness : Removed from the game.
An extremely unfair spell that blocks the primary advantage of two realms, complete immunity to all combat spells is not acceptable in this way. It's equivalent to Magic Immunity, but cheaper and specifically targeting those realms, rendering them way less effective. It doesn't bring anything new to the game, as Magic Immunity has an identical, but not realm specific effect.
1. Inspirations
Cost : 200
Maintenance : 4
Research : Normal
Effect : Enchanted city gains a +100% production bonus.
Reduced from Very Rare to Rare, and lower research cost to ensure it comes at a time when additional production is still needed.
2.Incarnation
Cost : 700
Maintenance : 12
Research : Normal
Effect : Summons the Chosen hero, which has a wide array of powerful, entire army boosting abilities, as well as might and Constitution.
This hero now offers a quite different functionality. While still powerful in melee combat and has a good mana pool as well as nice spells, it's main role now is support, With Holy Bonus 1, Leadership, Guiding Beacon, Divine Barrier, it can effectively buff an army of normal units to significant power.
3. Invulnerability
Cost : 30/150
Maintenance : 5
Research : Normal
Effect : Enchanted unit gains Weapon Immunity and takes 2 less damage from all attacks.
A quite powerful buff that effectively is as valuable as 6.66 shields, and even more so against area damage or if the attacker is affected by the Weapon Immunity. IT also have the added benefit that armor piercing and illusion can not penetrate this reduction. More expensive than Iron Skin, and also more powerful, I believe this is a fairly balanced defensive spell fitting the Life Realm. As in case of most defensive buffs, it leaves the unit vulnerable to curses, doom damage, and can be countered by dispelling it.
4. Prosperity
Cost : 200
Maintenance : 2
Research : Half
Effect : Enchanted city gains a +50% gold production multiplier.
As the bonus is to the base amount, not the total, the amount of extra gold from this, although quite good, is not excessive.
5. Lionheart
Cost : 36/180
Maintenance : 3
Research : Normal
Effect : Enchanted unit gains +3 melee, +3 resistance, and a total of 8 health divided evenly rounded down between figures.
As the health bonus is no longer multiplied by figures, this is no longer overpowered on multi-figure units, but still benefits them more, however it is now also a good choice for single figure units due to the massive health boost on them. One of the best single target buffs, but the price is quite steep.
6. Altar of Battle
Cost : 300
Maintenance : 5
Research : Normal
Effect : Units produced in the enchanted city are elite.
As the gap between elite and veteran units is lower, this is not as overpowered as it used to be, but it does mean you can save on building a War College and you do get even better units than they would produce still, making it a spell worthy of being a rare.
7. Exaltation (new)
Cost : 30
Research : Normal
Effect : Heal 8 health on the target unit. This can bring the hit points of the unit over then maximum.
Less cost-effective than normal healing, but it can heal more in a turn, and can counter Doom Bolt or other, stronger direct damage spells. Casting it in advance can ensure the unit survives even if it would not have enough maximum health to do so. If it doesn't get targeted though, the steep cost can end up being wasted. Might still be a bit too efficient as it costs less than the Doom Bolt spell it can effectively counter.
8. Mass Healing
Cost : 35
Research : Half
Effect : Heals all units in combat for 5.
A useful but situational spell.
9. Holy Word
Cost : 60
Research : Normal
Effect : All fantastic enemy figures must resist at -2 or be disintegrated. Undead must resist at -5 (additional 3 penalty) instead.
Death spell against fantastic creatures only, for more MP and at a lower rarity. While this sounds overpowered, it actually isn't, because fantastic creatures tend to have way higher resistance than normal units. Destruction of undead is kept because undead are massively underpriced and easy to create in most cases, however, the amount of the penalty might need to be toned down to -3 or -4.
10. Angel
Cost : 400
Maintenance : 8
Research : Normal
Effect : Summoning 1 figure : Melee 18, +2 To Hit, Defense 9, Resistance 9, Moves 3, 27 health, Holy Bonus +1, Exorcise, Illusions Immunity, Caster 20.
Combat stats only slightly better than a Stag Beetle, but costing almost 3 times as much, this unit is mostly valued for the Holy Bonus ability. I believe it might be quite overpriced still, Paladins also have Holy Bonus and Illusion immunity, but cost only 240 production instead of 400 spellcasting. Chance to kill fantastic units at a -3 save penalty is good enough to keep the high cost and relatively weak stats.
Very Rare Spells
1. Crusade
Cost : 1200 (+40% for AI)
Maintenance : 20
Research : 1/3 more expensive
Effect : All units owned by the caster gain 1 level.
Due to changes on unit levels, this is more balanced than the original, but still a very powerful spell.
2. Holy Arms
Cost : 600
Maintenance : 10
Research : 1/3 cheaper
Effect : All units owned by the caster have Holy Weapon cast on them.
More cost-effective than Holy Weapon if using a large amount of troops and fighting at multiple locations. Overall, not a very interesting spell (as it reproduces an already available effect) but one that contributes to gameplay a lot regardless, as casting the Holy Weapon spell on all units manually would not be viable. Life magic has more than enough global unit buffs, so improving this to also grant more benefits would be excessive.
3. Charm of Life
Cost : 1500 (+40% for AI)
Maintenance : 30
Research : 1/3 more expensive
Effect : All units owned by the caster gain +25% health but a minimum of 1.
Probably the most powerful spell out of the 3 global unit buffs, because most units only have 1-3 health, making this a 33-100% boost.
4. Call to Arms (new)
Cost : 70
Research : Normal
Effect : Summons a unit of Paladins (no levels) in combat.
Albeit Life isn't good at summoning fantastic creatures, this actually summons a normal unit, and one that buffs the entire army, too. Very fitting for Life. Paladins are quite powerful, so this has to be an expensive summon.
5. High Prayer
Cost : 70
Research : Normal
Effect : All friendly units in combat gain +2 melee, +2 defense, +1 to Hit and +1 to Defend.
A more powerful version of Prayer. Quite good, but offers minimal additional benefit for ranged units over Prayer, it's mostly useful for armies using melee attacks.
6. Consecration
Cost : 100
Maintenance : 2
Research : 1/6 the normal cost.
Effect : Counters all negative city spells on the enchanted city, except Earthquake.
Although it only affects Chaos and Death spells, this is still fair, because it does not do so based on realms, they merely happen to be the once who have such types of spells. Life does require a way to protect their cities from curses. Earthquake is an exception because it does not target the city, it's targeting the ground under it, which is unprotected, and also because bypassing protection is the speciality of the Nature Realm.
7. Life Force (NEW)
Cost : 1500
Maintenance : 25
Research : 1/3 cheaper
Effect : All population in the caster's cities produces 1 power.
A very Life realm like spell, that turns the people in the cities into a source of magical power.
8. Enlightenment
Cost : 750
Maintenance : 20
Research : 2/3 cheaper
Effect : All population in the caster's cities produces 2 research. All heroes gain 10 extra XP per turn.
Being a research boost for the late game, this does have a quite reduced cost and high effectiveness. Mostly helps in obtaining other Very Rare spells faster, and for Spell of Mastery victories.
9. Arch Angel
Cost : 1250
Maintenance : -10 (reduces maintenance paid on other units by 10 total)
Research : 1/3 more expensive
Effect : Summoning 1 figure : Melee 21, +4 To Hit, Defense 12, Resistance 18, Moves 4, 37 health, Holy Bonus +2, Illusions Immunity, Wind Walking, Caster 40, Healer, Negate First Strike.
A quite powerful summon by itself, the Arch Angel is mostly valuable as a support unit that carries and buffs your armies at the same time! Packs far less raw power than other very rare summons.
10. Supreme Light (new)
Cost : 70
Research : 1/3 lower
Effect : All friendly casters, life creatures and units with magical ranged attacks gain +2 ranged and melee attack, regeneration, and + defense equal to one third of their resistance rounded down.
Most existing Life buffs and buffs in general don't help magical ranged attacks, and these units are also very fragile by nature. Regeneration and a massive defense buff can help them significantly. This spell also makes the otherwise quite underused Life creatures a potential strategy rivaling a normal unit or hero based tactic.
Item Powers
Endurance : removed from the game.
I removed this prior to buffing the spell to grant +1 to defend. However, +1 to defend is quite a powerful stat that should not be easily available for heroes.
Righteousness : removed from the game.
See the spell for details.
Invulnerability
Cost 1000, Requires 5 books.
Powerful, expensive item enchantment that has the same effect as the spell.
Lion Heart.
Cost 800, Requires 5 books.
Not as good on heroes as on multi-figure units, the cost is slightly less than Invulnerability even though the spell version costs more.
Divine Protection (new)
Cost 1000, Requires 4 books.
Grants Lucky and Death Immunity. An expensive power that is quite strong, effectively granting the benefits of the Prayer spell to the hero as well as the immunity.
Planar Travel
Cost 300, Requires 3 books.
Useful if you did not get the spell and find no towers to use.
True Sight
Cost 300, Requires 3 books.
A pretty excellent item power that saves your hero from illusion damage and sorcery spells on top of being able to see invisible units, but ultimately a situational effect still, so it's relatively cheap.
Exorcist
Cost 400, Requires 3 books.
Any fantastic figure fighting this unit must resist at -3 or be disintegrated. Additional -3 penalty if target is undead. Also adds bless like Holy Avenger did.
Effectively "Death" limited to only work against fantastic units. Might be underpowered? I feel if it killed the entire unit that would be too good, though. Not sure if Bless is needed.
Bless
Cost 200, Requires 1 books.
See "Bless" spell. Identical effect.[/i]
Spells marked Red are what I'm not satisfied with, and think requires some sort of a significant change.
Spells marked Blue are good the way they are, but might need numerical tweaking (on costs, or effect strength)
Spells marked neither are spells I don't have enough experience using and fighting against to judge.
Concept
Life magic is all about strengthening what you already have, units, cities, your own powers.
Strengths :
-Boosting economy by producing more resources of all types
-Boosting military units in various ways
-Boosting magic in ways that won't negate the realm's weaknesses
Weaknesses :
-Summoning
-Direct damage
Common Spells
True Light : Removed
This spell was pretty worthless as is. Buffing Life creatures is pointless, the realm's primary weakness is having minimal summon spells, and generally not strong enough to buff. Reducing stats on Death units is useful, but I want to keep spells that hurt specific realms to the minimum, as it is simply unfair and makes the realm on the receiving end way less playable.
1. Holy Armor
Cost : 7/35
Maintenance : 0
Research : Normal
Effect : +2 defense to the target normal unit.
An entirely defensive buff, which grants a useful, universal, but not particularly outstanding defense boost. It does not help in offense whatsoever, and only helps the unit stay alive. Due to this, maintenance is not welcome, as the unit is likely to stay in play much longer than it normally would, but without contributing significantly more towards your expansion.
2. Holy Weapon
Cost : 10/50
Maintenance : 0
Research : Half
Effect : +1 To Hit for the enchanted unit, and it can ignore Weapon Immunity.
+1 To Hit effectively translates to a 33% damage boost, 25% if the unit already has magical weapons. Considering the maintenance cost of the typical early game unit, and assuming the fair maintenance cost would be no more than a quarter of that (don't forget that mana is more valuable and harder to get, especially in the early game), the only reasonable choice is to have this spell have no maintenance. While that might be a bit too good for expensive, high end units, at that time in the game, a even 1-2 mana would not be relevant anyway. Eventually, this spell gets obsoleted by Holy Arms.
3. Healing
Cost : 15
Research : Normal
Effect : Heal 5 health on the target unit during combat.
An exceptionally good spell which should not be buffed and probably not weakened either. It's slightly more cost-effective than the best damage dealing spells, which is how it should be.
While it would be nice if it was available on the overland map too, I don't think that's reasonably doable, if at all, unfortunately, and I have doubts it would be useful anyway, overland casting skill is a bit too valuable to use for this.
4. Just Cause
Cost : 150
Maintenance : 3
Research : Triple
Effect : -1 unrest to all cities owned, and +10 fame.
A really powerful spell that gives a considerable economic boost to Life wizards in the early game as well as a chance for better heroes. However, the initial cost is high, maintenance is considerable for the start, and investing into it too early can backfire, as less can be spent on other spells that do support early game aggression (especially if playing two or more realms). As this choice only matters if the spell is common, this is the right place for it. (as an uncommon, you would have no problem spending on it AND staying aggressive at the same time) Furthermore, the additional fame for better heroes is only relevant in the early game too.
5. Guardian Spirit
Cost : 60
Maintenance : 1
Research : Normal
Effect : Summoning 1 figure : Melee 7, +3 To Hit, Defense 6, Resistance 10, Moves 2, 10 health, Resistance To All +1, Meld.
Effect: Provides Heavenly Light effects (both power and combat buffs) to melded node (doesn't count towards Cult Leader's bonus).
6. Endurance
Cost : 70
Maintenance : 1
Research : Normal
Effect : +1 movement and +1 To Defend for enchanted unit
[i]A pretty good buff that boosts both mobility and defensive power, this is more expensive than Holy Armor. The To Defend bonus is more valuable than the 2 shields of that spell only if the unit has 6 shields total, but below that point it's weaker. Overall, this is an excellent buff that remains useful even during the late game, and has the potential to be as valuable as Iron Skin, albeit only on units with extremely high natural defense. As effect value scales with the target's defense, balancing the cost is difficult, but at the very least it should be more expensive than Holy Armor because it also adds 1 movement.
7. Heroism
Cost : 15/75
Maintenance : 1
Research : Double
Effect : Enchanted unit is level 4 (Elite) while the enchantment is in effect
A very powerful effect on heroes, and a much weaker one on normal units, the cost of this spell is hard to balance. The current version might be underpriced for heroes, but for normal units it's reasonable.
8. Heavenly Light (new)
Cost : 60
Maintenance : 1
Research : Double
Effect : Enchanted city generates +3 power (counts as a religious building). Units defending the city gain +1 melee, +1 defense, +1 resistance. Also grants the "magic weapon" bonus to normal units that don't already have magic weapons.
It takes 30 turns in the current version to reproduce the initial cost of casting, which is a pretty long term investment. On the other hand, it IS free power, and it contributes to defending the city as well. Has synergy with Cult Leader and Dark Ritual.
9. Bless
Cost : 7/35
Maintenance : 0
Research : Half
Effect : Enchanted unit has +5 defense and resistance against Chaos and Death type attacks, spells and effects.
Buffed the effect because Righteousness, the stronger version of this is no longer in the game, and also because a +3 would lose out in value to Resist Magic as well as Resist Elements (which is also +3 but covers Nature, meaning it works against 95% of the magical ranged attacks in the game!). 5 might be too high though, this strictly makes the buff better then Resist Elements against anything from the Chaos Realm. The tradeoff is, no protection from Nature (ammo of shamans, sprites, priests, some heroes) but protection from Death Gaze, Life Steal and ofc Death realm spells.
10. Star Fires
Cost : 12
Research : Normal
Effect : Does a strength 23 attack against any fantastic creature.
Anti-fantastic creature is somewhat of a Sorcery speciality, but Life also does it, so this is a reasonable change. Almost as good as Fire Bolt, but fantastic units are a lot more durable so it's overall not that powerful.
Uncommon Spells
Heavenly Light (old) : Removed
Completely worthless for the same reason as True Light except even more so, because you can't cast it when you need it, but have to set it up on a fixed location. Not only is it less useful but it's also more expensive! Name and graphics were used for a different spell.
Plane Shift : Removed
Removed because 3 Life spells that grant access to the other plane is overkill, and this one merges the advantage of both others into one spell, causing them to be useless. Planar Travel allows movement anywhere but for one units. Astral Gate can transport any amount of units but it is limited by location. Phane Shift however did both and for less mana than either, too!
Planar Seal : Removed
Aside from the obvious issues with the AI not being able to recognize situations where dispelling or cancelling it is needed, this spell is also very uninteresting and has pretty much one function, to force the player to cast a disjunction spell to remove it, unless the player can abuse the AI's stupidity to win with minimal effort, which is also not fun.
1. Exorcise (replacing Dispel Evil)
Cost : 20
Research : Normal
Effect : Each figure in target fantastic unit must resist at -1 or be disintegrated (cannot heal or regenerate), undead suffer an additional penalty of -3.
See Star Fires for explanation. Cheap, but horrible resistance penalty and the intended targets usually have good resistance. Magicians can cast it so it can be mass-used to counteract low chance of success.
2. Astral Gate
Cost : 200
Maintenance : 1
Research : Normal
Effect : Opens a portal in enchanted city that allows travel between the two planes in any direction.
This is now uncommon because it is not worth a very rare slot. By that time, everyone has access to the other plane through towers. Cost is also lower. AI is now able to cast the spell and to move units through it!
3. Unicorns
Cost : 250
Maintenance : 4
Research : Normal
Effect : Summoning 4 figures : Melee 5, +2 To Hit, Defense 4, Resistance 7, Moves 4, 8 health, Resistance To All +2, Poison Immunity, Teleporting
A summoned creature that is great for taking out ranged units, but isn't very good in melee combat considering its cost. This actually is a pretty useful ability as Life lacks direct damage. Mostly worth using for the resistance bonus though, it's usually easier to deal with ranged units through own, more buffed ranged units.
4. True Sight
Cost : 15/75
Maintenance : 0
Research : Normal
Effect : Grants Illusions Immunity to enchanted unit.
Effectively an anti-sorcery realm spell (which is weird, that realm isn't an enemy of Life). Unlike other anti-realm spells though, this does not hit Sorcery wizards too hard, there are ways around it. Summons, although their attacks will no longer ignore armor, will still damage the units, as will Psionic Blast, and if that isn't enough, Sorcery mages have a triple chance to dispel!
The effect to see invisible and counter Illusion damage are valuable, and the latter is essential for the survival of heroes and is the only reason why this should be an effect available in the Life realm. Very situational so maintenance cannot be justified.
Overall, I'm not too happy with this spell but without it, hero strategies would be far less viable, making it a necessary evil.
5. Stream of Life
Cost : 200
Maintenance : 8
Research : +50%
Effect : Enchanted city has no unrest, doubled population growth and units heal to maximum in the city at end of turn.
No change, this spell is now more balanced because both unrest reduction and population growth are more available. Still powerful enough to be a rare.
6. Prayer
Cost : 40
Research : Double
Effect : All friendly units in combat get +1 To Hit, +1 To Defend, +1 Resistance.
One of the best uncommon spells in the game, you'll usually want to cast this in any important battle. This is one of those things that make Life the realm it is meant to be.
7. Planar Travel
Cost : 50
Maintenance : 1
Research : Normal
Effect : Enchanted unit can travel between planes.
The alternative to Astral Gate, you need to cast this on units individually, but can do so anywhere on the map. The AI is now capable of changing planes with units enchanted by this.
8. Raise Dead
Cost : 35
Research : Normal
Effect : Revive a dead normal unit during combat with half of its maximum health.
Not very effective in improving your chances at victory as it bring back an already defeated unit, and only at half health, however, it's very good at minimizing losses in battles and maintaining a large enough stack capable of fighting. Primary purpose is recovering lost heroes, or other valuable units, and not to help turn the battle around, and it does a great job at that, you effectively get a unit back permanently for only 35 MP and no overland skill used, saving you whichever cost the unit would otherwise have. One of those very few ways to obtain permanent units for combat casting skill.
9. Resurrection
Cost : 500
Research : Normal
Effect : Revive a dead hero on the overland map, it keeps levels, but not items, buffs, etc.
A "backup" which ensures your heroes never die, and turn them from a one-of unique to a reusable summon. As top level heroes can easily rival Very Rare summons, this spell is a good deal even for the quite significantly increased cost of 500. Be careful not to lose your items though!
10. Divine Order (new)
Cost : 250
Maintenance : 10
Research : Normal
Effect : All Unit and City Enchantments are 25% cheaper, Global and combat enchantments 10% cheaper, summons 10% more expensive, combat spells 25% more expensive. Affects everyone, and stacks if multiples are cast by different wizards.
A quite obvious attempt to shift game balance in favor of Life wizards, this spell is best used when playing mono-Life, or when casting a lot of enchantments in a row (after which it can be turned off). It's cheap, so easy to dispel, and most importantly, it can easily backfire as discounts also affect enemies. While it's much less likely for a Death or Chaos wizard to profit from this, they do have a few spells to take advantage of it, especially city curses, and the rather dangerous Black Sleep and Possession!
Rare Spells
Rightouesness : Removed from the game.
An extremely unfair spell that blocks the primary advantage of two realms, complete immunity to all combat spells is not acceptable in this way. It's equivalent to Magic Immunity, but cheaper and specifically targeting those realms, rendering them way less effective. It doesn't bring anything new to the game, as Magic Immunity has an identical, but not realm specific effect.
1. Inspirations
Cost : 200
Maintenance : 4
Research : Normal
Effect : Enchanted city gains a +100% production bonus.
Reduced from Very Rare to Rare, and lower research cost to ensure it comes at a time when additional production is still needed.
2.Incarnation
Cost : 700
Maintenance : 12
Research : Normal
Effect : Summons the Chosen hero, which has a wide array of powerful, entire army boosting abilities, as well as might and Constitution.
This hero now offers a quite different functionality. While still powerful in melee combat and has a good mana pool as well as nice spells, it's main role now is support, With Holy Bonus 1, Leadership, Guiding Beacon, Divine Barrier, it can effectively buff an army of normal units to significant power.
3. Invulnerability
Cost : 30/150
Maintenance : 5
Research : Normal
Effect : Enchanted unit gains Weapon Immunity and takes 2 less damage from all attacks.
A quite powerful buff that effectively is as valuable as 6.66 shields, and even more so against area damage or if the attacker is affected by the Weapon Immunity. IT also have the added benefit that armor piercing and illusion can not penetrate this reduction. More expensive than Iron Skin, and also more powerful, I believe this is a fairly balanced defensive spell fitting the Life Realm. As in case of most defensive buffs, it leaves the unit vulnerable to curses, doom damage, and can be countered by dispelling it.
4. Prosperity
Cost : 200
Maintenance : 2
Research : Half
Effect : Enchanted city gains a +50% gold production multiplier.
As the bonus is to the base amount, not the total, the amount of extra gold from this, although quite good, is not excessive.
5. Lionheart
Cost : 36/180
Maintenance : 3
Research : Normal
Effect : Enchanted unit gains +3 melee, +3 resistance, and a total of 8 health divided evenly rounded down between figures.
As the health bonus is no longer multiplied by figures, this is no longer overpowered on multi-figure units, but still benefits them more, however it is now also a good choice for single figure units due to the massive health boost on them. One of the best single target buffs, but the price is quite steep.
6. Altar of Battle
Cost : 300
Maintenance : 5
Research : Normal
Effect : Units produced in the enchanted city are elite.
As the gap between elite and veteran units is lower, this is not as overpowered as it used to be, but it does mean you can save on building a War College and you do get even better units than they would produce still, making it a spell worthy of being a rare.
7. Exaltation (new)
Cost : 30
Research : Normal
Effect : Heal 8 health on the target unit. This can bring the hit points of the unit over then maximum.
Less cost-effective than normal healing, but it can heal more in a turn, and can counter Doom Bolt or other, stronger direct damage spells. Casting it in advance can ensure the unit survives even if it would not have enough maximum health to do so. If it doesn't get targeted though, the steep cost can end up being wasted. Might still be a bit too efficient as it costs less than the Doom Bolt spell it can effectively counter.
8. Mass Healing
Cost : 35
Research : Half
Effect : Heals all units in combat for 5.
A useful but situational spell.
9. Holy Word
Cost : 60
Research : Normal
Effect : All fantastic enemy figures must resist at -2 or be disintegrated. Undead must resist at -5 (additional 3 penalty) instead.
Death spell against fantastic creatures only, for more MP and at a lower rarity. While this sounds overpowered, it actually isn't, because fantastic creatures tend to have way higher resistance than normal units. Destruction of undead is kept because undead are massively underpriced and easy to create in most cases, however, the amount of the penalty might need to be toned down to -3 or -4.
10. Angel
Cost : 400
Maintenance : 8
Research : Normal
Effect : Summoning 1 figure : Melee 18, +2 To Hit, Defense 9, Resistance 9, Moves 3, 27 health, Holy Bonus +1, Exorcise, Illusions Immunity, Caster 20.
Combat stats only slightly better than a Stag Beetle, but costing almost 3 times as much, this unit is mostly valued for the Holy Bonus ability. I believe it might be quite overpriced still, Paladins also have Holy Bonus and Illusion immunity, but cost only 240 production instead of 400 spellcasting. Chance to kill fantastic units at a -3 save penalty is good enough to keep the high cost and relatively weak stats.
Very Rare Spells
1. Crusade
Cost : 1200 (+40% for AI)
Maintenance : 20
Research : 1/3 more expensive
Effect : All units owned by the caster gain 1 level.
Due to changes on unit levels, this is more balanced than the original, but still a very powerful spell.
2. Holy Arms
Cost : 600
Maintenance : 10
Research : 1/3 cheaper
Effect : All units owned by the caster have Holy Weapon cast on them.
More cost-effective than Holy Weapon if using a large amount of troops and fighting at multiple locations. Overall, not a very interesting spell (as it reproduces an already available effect) but one that contributes to gameplay a lot regardless, as casting the Holy Weapon spell on all units manually would not be viable. Life magic has more than enough global unit buffs, so improving this to also grant more benefits would be excessive.
3. Charm of Life
Cost : 1500 (+40% for AI)
Maintenance : 30
Research : 1/3 more expensive
Effect : All units owned by the caster gain +25% health but a minimum of 1.
Probably the most powerful spell out of the 3 global unit buffs, because most units only have 1-3 health, making this a 33-100% boost.
4. Call to Arms (new)
Cost : 70
Research : Normal
Effect : Summons a unit of Paladins (no levels) in combat.
Albeit Life isn't good at summoning fantastic creatures, this actually summons a normal unit, and one that buffs the entire army, too. Very fitting for Life. Paladins are quite powerful, so this has to be an expensive summon.
5. High Prayer
Cost : 70
Research : Normal
Effect : All friendly units in combat gain +2 melee, +2 defense, +1 to Hit and +1 to Defend.
A more powerful version of Prayer. Quite good, but offers minimal additional benefit for ranged units over Prayer, it's mostly useful for armies using melee attacks.
6. Consecration
Cost : 100
Maintenance : 2
Research : 1/6 the normal cost.
Effect : Counters all negative city spells on the enchanted city, except Earthquake.
Although it only affects Chaos and Death spells, this is still fair, because it does not do so based on realms, they merely happen to be the once who have such types of spells. Life does require a way to protect their cities from curses. Earthquake is an exception because it does not target the city, it's targeting the ground under it, which is unprotected, and also because bypassing protection is the speciality of the Nature Realm.
7. Life Force (NEW)
Cost : 1500
Maintenance : 25
Research : 1/3 cheaper
Effect : All population in the caster's cities produces 1 power.
A very Life realm like spell, that turns the people in the cities into a source of magical power.
8. Enlightenment
Cost : 750
Maintenance : 20
Research : 2/3 cheaper
Effect : All population in the caster's cities produces 2 research. All heroes gain 10 extra XP per turn.
Being a research boost for the late game, this does have a quite reduced cost and high effectiveness. Mostly helps in obtaining other Very Rare spells faster, and for Spell of Mastery victories.
9. Arch Angel
Cost : 1250
Maintenance : -10 (reduces maintenance paid on other units by 10 total)
Research : 1/3 more expensive
Effect : Summoning 1 figure : Melee 21, +4 To Hit, Defense 12, Resistance 18, Moves 4, 37 health, Holy Bonus +2, Illusions Immunity, Wind Walking, Caster 40, Healer, Negate First Strike.
A quite powerful summon by itself, the Arch Angel is mostly valuable as a support unit that carries and buffs your armies at the same time! Packs far less raw power than other very rare summons.
10. Supreme Light (new)
Cost : 70
Research : 1/3 lower
Effect : All friendly casters, life creatures and units with magical ranged attacks gain +2 ranged and melee attack, regeneration, and + defense equal to one third of their resistance rounded down.
Most existing Life buffs and buffs in general don't help magical ranged attacks, and these units are also very fragile by nature. Regeneration and a massive defense buff can help them significantly. This spell also makes the otherwise quite underused Life creatures a potential strategy rivaling a normal unit or hero based tactic.
Item Powers
Endurance : removed from the game.
I removed this prior to buffing the spell to grant +1 to defend. However, +1 to defend is quite a powerful stat that should not be easily available for heroes.
Righteousness : removed from the game.
See the spell for details.
Invulnerability
Cost 1000, Requires 5 books.
Powerful, expensive item enchantment that has the same effect as the spell.
Lion Heart.
Cost 800, Requires 5 books.
Not as good on heroes as on multi-figure units, the cost is slightly less than Invulnerability even though the spell version costs more.
Divine Protection (new)
Cost 1000, Requires 4 books.
Grants Lucky and Death Immunity. An expensive power that is quite strong, effectively granting the benefits of the Prayer spell to the hero as well as the immunity.
Planar Travel
Cost 300, Requires 3 books.
Useful if you did not get the spell and find no towers to use.
True Sight
Cost 300, Requires 3 books.
A pretty excellent item power that saves your hero from illusion damage and sorcery spells on top of being able to see invisible units, but ultimately a situational effect still, so it's relatively cheap.
Exorcist
Cost 400, Requires 3 books.
Any fantastic figure fighting this unit must resist at -3 or be disintegrated. Additional -3 penalty if target is undead. Also adds bless like Holy Avenger did.
Effectively "Death" limited to only work against fantastic units. Might be underpowered? I feel if it killed the entire unit that would be too good, though. Not sure if Bless is needed.
Bless
Cost 200, Requires 1 books.
See "Bless" spell. Identical effect.