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  #1  
Old February 9th, 2005, 08:29 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: How much use is magic? (Newby)

Are you putting gems on your mages? It helps them to use the higher level magics that you have researched. If you are moving armies a long distance and plan to have many battles, then take along scouts. They can move with the army but stay hidden and out of the fights. Store extra gems on them since if you mages can be wasteful if you pile all the gems on them
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  #2  
Old February 10th, 2005, 07:32 AM
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Chazar Chazar is offline
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Default Re: How much use is magic? (Newby)

One should also consider battle summons like:
-Quickness, False Horror (Caelum)
or
-Quickness, Raise Dead (Ctis)
Those are probably a sound start to learn about the power of magic...
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Old February 10th, 2005, 11:41 AM

alexti alexti is offline
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Default Re: How much use is magic? (Newby)

Quote:
Chazar said:
-Quickness, Raise Dead (Ctis)

It shall be noticed that C'tis doesn't often have mages capable of casting quickness and anyway raise dead isn't as cheap as false horror so the usual problem is getting fatigued. That makes just Raise Dead good enough. You may throw 1 or 2 terrors near the end as well (especially when fighting indies)
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Old February 10th, 2005, 11:48 AM
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Chazar Chazar is offline
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Default Re: How much use is magic? (Newby)

Quote:
alexti said:
It shall be noticed that C'tis doesn't often have mages capable of casting quickness and anyway raise dead isn't as cheap as false horror so the usual problem is getting fatigued.
Depends: Take the 'miasma' theme and add a skull staff and another marshmaster with a thistle mace casting relief...

Ok, magic might not be exactly easy to use, and those example won't always work. I guess that is how magic is meant to be... Nevertheless, I think of both examples as basic, simple and effective against average idependants and thus as sensible starting points...
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