Re: Questions about a game in progress
Remote spells make spellcasting much easier, so they are often used. Manually moving a site-searching wizard around can be worth ti too, though, especially if he's a rainbow pretender or a mage with many paths. You just have to make sure your enemies can't attack him.
Ulm Master Smiths can cast some useful spells. In Evocation: Magma Bolts, Blade Wind, Magma Eruption; the ones with Astral random can also cast Gifts from the Sky, those with Air can cast Rain of Stones. Conjuration gives few important battle spells: Phoenix Power and Earth Power let your E2 and the rare F2 mages cast better spells, and is especially good for all those E2 mages who can now cast Blade Wind without carrying gems to battle or wearing Earth Boots. Earth Boots AND Earth Power let them cast their spells many more times before fatigue makes them collapse, but the reinvigoration from Earth Power helps in there as well. You might also consider Destruction, an alteration spell that destroys armor, if you can ensure that the Smith casting that has good enough precision to hit your enemies and not your own troops.
You might be able to summon some mages. Conjuration has some Nature (Lamia Queens, Ivy Kings) and Death (Spectres, Mound Fiend) summons, and Water can get you Sea Kings and Naiads in Conjuration or Unfrozen Mages in Enchantment.
If you have any Master Smiths that have S1, be sure to set one to cast Arcane Probing, to look for further Astral sites.
You do have a laboratory in all of you castles, right? Even Ulmish forces need support mages, and Master Smiths can do that very well. In addition to bashing your enemies, they can cast Legions of Steel and Strength of Giants, especially the first one is very good for Ulm.
|