So I decided to roll an emo and I was so disappointed by the final spell I had to make a post. Let me start by saying that I do like the spells in this game a great deal. Most of them are rather difficult to use or do interesting things or are inefficient. The exceptions to this rule are pyrokenisis being a straight forward nuke and the few efficient dots (artic vortex/recursive curse/eldritch inhabitation). A personal favorite of mine is rune of exploding, that spell can carry you for a long while and isn't straight forward to use. Most lines have a decent damage spell, or more than one. Astrology being the only line that's truly in bad shape. All of the others are passable as primary spell lines. Fleshsmithing might have it a bit rough, but hey you can rush the pet and miasma clears rooms. Golemancy can wall up and piddle things away with thaumite swarm even if it scales poorly. All of the lines also add some degree of utility. Pyromancy has a fantastic low hanging pet right after a fantastic damage spell. With necromancy you have the massive lifesteal buff and mark. Mathemagics has teleport. Etc. Each skill line has a good deal of interesting things. The exception being astrology whose good buff is also granted (permanently) by a common beverage. Also, astrology sucks. Anyway, I mention this because I like the design of the spell lines. Most of the offensive spells are not just magic damage arrows like many games, they actually do something interesting. The lines also add game changing utility. Now onto emomancy. 1) Love will teleport us apart. This spell teleports an enemy to a random location nearby. It's cheap and it comes in handy. It doesn't trivialize content yet it's still useful throughout the game. Great spell and great design. 2) The cure. This spell heals and cleanses you and gives you a minor long lasting stacking debuff. The heal isn't too strong for the mana cost nor does it scale well without spell power, unlike say psionics, so I can't see a warrior build making use of this spell. The spell is quite useful if you feel compelled to make an emo, vegan, necromancer, vampire like I did =p. How can you resist that combination thematically? Again, this spell is just fine. Cleansing necro and vegan debuffs is quite strong. 3) My chemical explosion. This spell works much like obvious fireball. It hits the first enemy in it's path then creates a acid cloud. This spell is where emomancy starts to fall apart as a primary line. The spell, quite frankly is terrible. It's difficult to use as it hits the first thing in it's path. It does lack luster damage that doesn't scale well, it'll take 3 or 4 casts to kill things as you get deeper. And it costs way too much, it's base cost is 24 and it's reduced by a .15 modifier. If for some reason you decide to use this spell to play through the game, you'll be wearing black eyeliner and cutting yourself in no time. The cost should be lower, in the range of base 16 damage with a min of 6 or so. And the initial damage should scale to magic power with a modifier of .4 at least. 4) Sigil of Whatever. This is a pretty interesting spell as it does a number of things. It creates a trap on the ground that lasts for 20 turns. The mine doesn't disappear after being stepped on, so can hit as many enemies as step on it. It does very minor damage. It debuffs dodge/counter/block. It paralyzes for one turn. And it causes enemies to no longer be aggressive. Unfortunately, the spell doesn't accomplish much. The 'lull' effect of the spell does not reduce their aggro radius, so placing one will not allow for a retreat. The paralyze effect is 1 turn and consumed the turn they walked onto the mine. So if you place one in front of you, you will not get a free attack unfortunately. The spell also costs a reasonable amount of mana. The net effect is, you'll never actually want to use this spell which is a shame except maybe to lower counter attack rate as a melee. And if you are melee you should have gone psionics anyway, which is basically the same set but better and better geared for melee. There are two ways I'd fix this spell. One is to fix the lull component, which would also help fix the issues with the last spell in the line. The lull should reduce the enemy's sight radius to 0 for a number of turns if that's possible with the code. That way when the enemy forgets you, they won't immediately become aggressive towards you again and will wander off. The other way to make the spell better, in a different direction would be to increase the duration of the paralyze to 2 turns. That'd give you one free attack against the enemy. Anyway, I like the spell, I'd just like to see it made viable. 5) Mark of the black eyeliner. As if you needed another reason to pair this set with necromancy. This provides you a constant buff that provides 2 resist to multiple resistances including necro and 2 armor absorption. It is what it is. If you are going necroeconomics you are going to want this. If you aren't you probably aren't going emo anyway. It's useful and fine where it is. 6) Depressing Elemental Blast. This spell fires a beam of existential damage that pacifies foes in a straight line. True to it's name, after using this spell you will become very depressed. This spell is not only one of the most expensive spells in the game. It also does very little damage and has an effect that doesn't really work. The lull effect of this spell suffers from the same problem as the sigil of whatever. Enemies immediately become aggressive again. If you use this spell on an adjacent enemy that enemy will still attack you. Three things need to happen to this spell. It needs to cost less. Much less. Half as much. It needs to scale twice as much. And the lull effect needs to reduce an enemy's aggro radius. This spell is so bad... What is it supposed to do? Is it supposed too be a primary damage spell? It's too weak and expansive for that. Is it supposed to be a utility spell? It really fails on all counts. All it does right now is drain copious amounts of mana. In summary, emomancy is an interesting skill set. It pairs quite well with necromancy and the first skill provides utility. Unfortunately, half of the skills suffer from being not only not good but near useless. Almost any build would benefit from taking the similar yet more functional psionics set instead. For a necroeconomics build, you will want the cure and possibly mark of the black eyeliner depending on your luck with necro resist. For everyone else, take psionics instead. Also, I feel that thematically each point of emomancy should raise your resistance to existential damage. Perhaps to balance the debuff from 'the cure' add -1 transmutation -1 necromancy and -1 astral resistance to the debuff.