Quote:The buffs cost as much as proper summons.
No, they cost a LOT more that's the problem. I lose a bear? 55 mp or less with conjurer, no big deal. Stack still usable but I'll need to summon a new bear eventually.
I lost a heroism and an endurance? (since dispel targets ALL spells on my unit and it had 5) Well I'm down 140 mp AND the entire unit is useless until I replace the spells - and since the stack mainly consisted of that unit, the stack itself is also useless - I either split it up (bad move, it gets targeted overland by enemy stacks), or lose the half buffed unit as its defenses are down so it gets targeted in combat (also bad move).
Also, killing a summon is not trivial. (Sure, bears are easy with their low resist but better units like spiders aren't.) Killing an enchantment is trivial, the AI can do it anytime in any and all battles.
Anyway, let's see, some ideas.
You cast combat spells from SP instead of MP.
You never run out of combat mana, you don't need to guesstimate how much mana or skill you need, but if you overspend, your casting skill starts to drop and you might end up on just your amplifying towers eventually. Very useful for the AI, but can be nice for the human as well. Weaker than Chaneller though, it's better to spend half than to be able to spend from a different resource. So bad idea I think, let's drop it.
Anything that manipulates fleeing...is probably too easy to abuse for humans, while the AI doesn't really benefit and can be tricked into a loss (corner the stack and when it tries to flee there is no space so it fails anyway).
Manipulate overland movement.
All your units have 1 (or 2?) higher overland movement.
AND/OR
All your units have pathfinding overland movement.
OR
All your units have flying overland movement.
OR
All your units have waterwalking overland movement.
I don't like the last two because it turns every AI into potential lizardmen, but the first and/or second can be amazing. As it's limited to overland only, it does not do anything for combat. It merely enables you to get your stacks to where they matter. It's also quite powerful as an AI retort as the human won't be able to swap their garrisons to trick stack into failing to attack anything and AI stacks might be able to attack from outside of view.
Manipulate combat movement.
Really powerful, so probably shouldn't, but we ARE talking about a cost 2 retort here, so maybe we could have it do this (all units move 2 more in combat). Since the AI knows how to stall, it's equally beneficial to human and AI.
Manipulate research order.
Like, "press R on the magic screen to reroll the researchable spell in your last slot for an MP cost equal to 5% of the RP cost of the spell." OR "Whenever a new spell would appear for research, you pick the next one from a list".
This would basically allow you to do the guaranteed research thing 8 books offer, but on all rarities or all spells even. The AI could likely use this because all they need to do is check the research priority of the spells, and pick the best or reroll otherwise. (though not sure if the priority could be accessed from where the effect is implemented, but we can make the AI "cheat" and use it during their normal research selection.
I'm a bit unsure on this one, on one hand it's a really powerful effect, on the other, well, you are paying 2 picks for not actually getting anything except guaranteed lucky rolls on research order.
Also the AI implications would be VERY nasty, like several times the usual amount of "Armageddon first" wizards...
Some sort of Naval bonus
Probably too limited for a 2 cost retort and horrible roll for the AI who already has naval dominance, so no.
Start the game with the entire map revealed and/or see the entire map at all times.
AI cannot use so should avoid. (works as a last resort though if we disallow the AI picking it)
That's all the ideas I have right now. Did I miss any important game mechanic?