High Magic Doesn’t Suck
Ah, High Magic. True magic. Qhaysh. And it’s an unusably terrible lore with a handful of good spells and a LOT of garbage! Let’s fix that, shall we?
The intent was to make High Magic a fun lore to use, much more than the usual "stick debuff spell on enemy unit" or "throw Flock of Doom on the nearest blob." So the effects are reliant on positioning and much more… interesting, with multiple applications, than you’d get out of, say, the Lore of Heavens (which has four fire-and-forget delet this spells).
You can see all the effects in the image (use your imagination and remove the overcast effects for the regular spell). It’s now quite a strong lore, but I wouldn’t call it overpowered.
Also also, because magic is fun, you get given a High Mage at the beginning of your campaign if you’re playing Helves – only the player. You can turn this off with Mod Configuration Tool (or just disband it)
Soul Quench:
Inflicts Blinded! for 15s (-24 MA -24 MD -30 Accuracy)
Soul Quench Upgraded:
Inflicts Blinded! for 30s (-24 MA -24 MD -30 Accuracy)
Apotheosis:
+22% vigor
Apotheosis Upgraded:
40m AOE, max 3
+12% vigor
Regular 200m cast range as opposed to 600m
Hand of Glory:
+25% speed
Hand of Glory Upgraded:
+25% speed
Affects 3 units in 55m radius
Tempest & Tempest Upgraded
Cannot Move
Arcane Unforging
Duration increased to 30s to match the 30s it adds to ability cooldown. The rate of dealing damage wasn’t changed, so it basically deals +50% damage.
Arcane Unforging Upgraded
Duration increased to 45s, as per previous logic. This causes it to have over double damage from its vanilla counterpart, so it can and will kill foot heroes with low HP.
Fiery Convocation
This spell was so stupidly strong I actually ended up nerfing it xD It’s on a 3s windup (add another 5s for the animation) instead of 5s, but there was never any reason to overcast it as the regular spell would obliterate whatever it hit. It’s Wind of Death, but Helves get it. As such, lowered its damage and made it a bit cheaper.
Fiery Convocation Upgraded
Totally unchanged. It’s just that good. (Oh, slightly faster cooldown)
Passive, Shield of Saphery
+15% magic resist
5% ward save
Technical Note: Whilst adding new bulletpoints to spells is very easy, removing them is not, and would likely end up harming incompatibility some point down the line. So Apotheosis Upgraded still says "Extended Cast Range," Tempest still says "Randomly-moving area of effect" and still has a speed modifier attached to it, and Hand of Glory Upgraded still says "Additional effect on reloading."
Thanks to Aider.Alvin for input, Frodo for making RPFM, and the other fine folks on the C&C Modding Den for being around.