Re: Astral magic seems overpowered
Astral magic is good (and yes, overpowerful if you're not using CBM with the clam nerf), but it does have several weaknesses. One is the vulnerability to Mind Hunt/Soul Slay type spells that Astral leaves you open to. The other is that it's seriously lacking in Summons, whereas other Paths are heavily balanced (perhaps even overweighted) towards Summons.
I think one of the major issues of Astral Magic being overpowerful, is that it has great, efficient combat spells, which other magical paths tend to lack. Twist Fate, Personal Luck, Body Etherial, Resist Magic, and Astral Shield are all available within 2 schools, and 3 levels. A unit with just those 5 spells is nearly invulnerable to many of the threats presented in the game.
Even Nature doesn't offer the same comprehensive personal enhancement, which is a little scary, considering the esoteric/ellusive character of Astral (concerned as it seems to be with stars, the mind, distance, and fare). Astral even has healing magic (Healing Light), which I consider particularly odd and out of place.
So yes, I would consider it atleast somewhat overpowered, as well as somewhat overreaching it's intended purpose.
But then, I've wanted to have the ability to heavily mod/edit the Magic system for some time now, and this is one of the reasons for that.
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