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I agree with the light magic. It's convincing. But chaos is unlikely to defeat 3-4 level 7 creatures for a dwarf. Summoning will still be more useful to the dwarf than chaos. Of course, the probability of summoning appearing is lower than chaos, but we are talking about usefulness, not the probability of it appearing. It seems to me that phantoms are still more useful; they can be used for both defense and attack. Conclusion: for a dwarf, we take either light or summoning, or both at once, but would that be too irrational?
It depends on what creatures, that's one thing. Two, the dwarf doesn't have a small amount of spell points (like a mage). Three, the dwarf's chaos can be enhanced by a lucky sorcerer (even though it's difficult to get, it's not that difficult to get from Erling), the dwarf has priests and jarls who will increase the damage by 50% with the sign of fire, if we go into fire magic (and fire is the most optimal choice for a dwarf), then pyrokinesis is a must-have, and it's not difficult to take fire ball and wall, since they can be learned from the same priests. And the most devastating thing is Armageddon with all these bonuses (of course, only levels 5, 6, and 7 are used). And a phoenix cloak may well appear (I found it a couple of times in chests, once I got it at the start). And summoning... The only thing worth it for a dwarf in summoning is the runic shield, IMHO. First, it's a free level 5 spell, and it's also 4 spell points more efficient. But I would only start developing this way for a long game, because at the beginning, summoning may not help at all, unlike light and chaos. Two magics for a dwarf is nonsense.
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.