The re-introduction of battle spells would also serve to make followers of a few of the faiths way more powerful too. Most of the mage battle spells are either illusions, invocations, or alterations. Couple that with the spheres from which battle spells come from, and that sets it up so that priests of Rhyel, and especially priests of Arawn the Architect, are way more effective and dangerous on the battlefield than other faiths. Rhyel has access to many illusions and alterations, and the Architect and Arawn have access both to invocation and alteration as well as many of the priest spheres that produce battle magic (including the sphere of War, which is basically all battle magic spells).AA - Albion Arawnson wrote: ↑Fri Apr 12, 2019 3:20 pmProvince level cap plus unit cap plus battle spells are going to make mages very powerful. If I team with a ruler with just a few units after researching rain of magic missiles it will be a slaughter.
Mages are relatively rare, for non-elves they need to be blooded, and so they're risky to use in combat. Lords of Law and Humanists, on the other hand, can round up bunches of unblooded level 1 priests, teach them all rain of magic missiles, and then have a bunch of mobile field artillery units. Humanist Academy = unending stream of missile battery LTs for the battlefield. That's not even counting blooded Humanist priests using mass destruction on your best units before the battle, possibly killing off some or all of your leadership at the same time. Attacking a goblin wood would likewise be bewildering. While the goblins would lack the punch of the human temples, they would be able to spin you around, hide their people, and then set your forces against each other, all without having to engage. If you ever could find the goblins you could wipe them out easily enough, but Rhyel's priests would make that a daunting task.