Magic System Needs Balance – Offensive vs Beneficial Spells
It’s becoming increasingly clear that magic in its current form is unbalanced.
Offensive spells are far easier to cast than beneficial ones, and there is effectively no defense against offensive magic in the game.
I’ve gathered several examples and data points below that demonstrate how this imbalance plays out.
Data Summary
Caster 1
• approx 1.5:1 schools, using 2:1 wiz on target 1
• Target 1: no schools no wiz
• Result: Successfully cast Fireball, but unable to cast any beneficial spell with the same number of wizards.
Caster 2
• approximately 4:1 schools
• Target 2: 5:1 schools, 31k wizards (half resting → 22k active)
• Result: Successfully cast Earthquake for 15% building loss.
– A smaller kingdom with fewer schools per land and fewer active wizards still succeeded against a larger target with more schools and more wizards.
These examples show that the advice of "just build schools and train wizards" doesn’t actually work in practice. The math doesn’t add up — offensive casting succeeds far beyond what defensive preparation can counter.
Recent Exploit Example
Tonight, Caster 2 cast three rapid Earthquakes on larger kingdoms, destroying around 1,800 buildings total.
Immediately afterward, they dropped their kingdom strength to below 50% of the smallest kingdom they cast on, exploiting recent KS-based protection rules that prevent larger kingdoms from retaliating against smaller ones.
While retaliation is technically possible, the kingdoms that were earthquaked had to drastically drop their own KS even further just to make retaliation possible — effectively inflicting additional self-damage in order to respond.
This dynamic punishes defenders twice: once from the spell itself, and again from the mechanics required to strike back.
Core Problems
Offensive magic success is too easy.
Casters succeed well beyond what school and wizard ratios should allow.
Beneficial spells are disproportionately difficult.
Magic defense doesn’t exist.
No real countermeasure exists once a target is chosen.
KS manipulation enables risk-free damage.
Dropping KS below half the smallest target’s strength effectively guarantees immunity, especially when combined with post-cast protection.
Retaliation mechanics amplify the imbalance.
The path to retaliation involves harming your own strength, worsening the impact of the initial spell.
Potential Solutions
Protection Mode Immunity:
While under protection, kingdoms should be immune to negative spells (Fireball, Earthquake, etc.) but still allow positive and utility spells (Truesight, Growth, etc.).
KS-Bypass for Spell Retaliation:
Retaliations resulting from offensive magic should ignore KS restrictions.
This ensures that aggressive low-KS casters can’t hide behind the very system they just abused.
Difficulty Adjustment:
– Make offensive spells harder to cast.
– Make beneficial spells easier to cast.
The risk/reward curve should mirror combat balance — not invert it.
Reflective Failure:
When an offensive spell fails, it should reflect back at the caster with the same as if they were casting it on themself.
This adds risk and discourages reckless spam casting.
Protection Lockout:
Remove the 4-hour protection window after Earthquake.
Temporary Disablement of Offensive Magic:
As an immediate corrective measure, disable all offensive magic (except Truesight) while the system is rebalanced and reworked.
This would prevent further abuse while giving time for a proper overhaul of spell mechanics, scaling, and defenses.
Closing Thoughts
Magic should enhance gameplay through strategy, timing, and risk, not serve as a loophole for unpunishable destruction.
At present, the system rewards aggression, punishes defense, and allows easy abuse through KS manipulation and protection chaining.
Balancing offensive and beneficial magic — and reworking retaliation and protection interactions — would restore fairness and give both aggressive and defensive mages meaningful roles again.
I’d love to hear other experiences or suggestions, especially from those running high-wizard or high-school builds.
How are you seeing this play out across different races and scales?