Thanks to Charmyna for starting this thread, and Deckbuilder for his organizational efforts. My first contribution is on the subject of Dissolve/Dispel:
Bleeding the Color WheelI come from a Magic: the Gathering background, so I'm going to talk in language that is familiar with me. Mark Rosewater (Magic's lead designer) has written some pretty good articles (
https://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr85) about the value of color identity. The idea of an identity is pretty important to the schools of Mage Wars as well. I think it is important to be cautious about bleeding an effect in to too many schools, lest all the schools become too similar. (I think the folks who are angry about Damnation being color shifted into black are right to be, in changed the color balance forever.)
That said, I think part of the reason the Wizard is so good is that there is a lot of pressure to place many copies of Dissolve and Dispel in their books, as well as probably a few Teleport and a Nullify. In particular Dissolve and Dispel are needed because there are so many cool equipment and enchantments in the game. They are sort of so good that everyone needs to destroy them. Right now in every book I build I place at least 3 of each of these, even if I must pay an out of school cost. The Wizard (especially a water wizard) gets a huge savings on spell points by being able to buy both in school. Likewise, part of the great weakness of the Warlord is that he must pay enemy school costs for Dispel!
At the very least I would like to see one non-Arcane Dispel to help the Warlord. As I suspect some Mage in the future will have Water as an enemy school, I think by that time there should also be a non-Water Dissolve. I don't mean some version with a twist, I want a bread and butter boring card for card equivalent. I have made Nature mages and Fire mages, and though I often have a copy of Corrosive Orchid or Explode, I still have multiple copies of Dissolve because often I don't have the extra mana to pay for the flower or the fire.
If our goal is to specifically bring the other mages up to the Wizard's level, a novice version of Dispel and Dissolve would be an effective step. I think these are good candidates because they represent a universal magic effect that everyone uses, and therefore it feels okay from a flavor perspective. The functional effect is that now everyone else gets an effective +4-8 SB points because they are no longer paying double for their pile of Dissolve and Dispel effects. This *is* power creep, in the sense that we are making access to these effects forever cheaper in terms of book points. It would be less power creep if only one of these spells were made Novice. I'd choose Dispel, since it could be easily powered down to range 0-1, and wouldn't help the Wizard while helping everyone else, and gives the Warlord 2x help.
I wonder if there are more flavorful ways of giving non-Water or non-Arcane tools to destroy equipment or enchantments?
* War creatures/ equipment/ command/ attack with a new Shatter effect, which destroys equipment? (rough for expensive equipment, though Forcemaster has lots of Defense effects to counteract it)
* An Unholy Curse/conjuration that deals damage to target/radius/entire arena for each equipment or enchantment active on it. (Two different spells, one for enchants, one for equipment.)
* A holy enchantment (Mage only?) that gives mage armor = enemy mage's armor. ("Share Strength")
Of all the approaches, I find these last most interesting. I want the spell schools to each have their own distinct flavor, but they *all* need ways to deal with equipment and enchantments. Until they have effective ones, they are going to have to keep having a SP deficit relative to the Wizard by buying the same old stuff out of school.