Re: Which spells should they keep in Fable 3?
I just think that they should keep all the Fable 2 spells because almost all of them were spells that were carried over from TLC, then tweaked a little.
Fireball/Enflame -> Inferno
Lightning -> Shock
Slow Time/Assassin Rush -> Time Control
Ghost Sword -> Blades
Force Push -> Force Push
Turncoat -> Chaos
Summon -> Raise Dead
It would be so sad if all these familiar spells just disappeared. Now, about vortex, it's really the only completely new spell, and my reasons for wanting to keep it are that it was (in my opinion) a great success, and also (as I said earlier) to go along with a water-type spell, an earth-type spell, and inferno for a 'four elements' kind of feel.
And most of the reason I want things like Berserk and multi arrow back is because I found it a little difficult to balance Will with strength and skill. There weren't any spells that helped you with ranged and melee combat. Sure, you could use time control, chaos, or raise dead to make your enemies easier to hit, but none of those spells did anything for your weapon itself. That's one thing I was missing from Fable 2, and that's also one of the reasons I still play TLC.