I miss being a Force Mage. The "substitutes" didn't come close to what you could do with that specialization. I also miss the original "walking bomb" spell. The "BOOM" was so much better in origins. I agree, the magic is much more like Skyrim magic - much less magical - much more work, and less strategic.
I liked the Necromancy specialization until they had to ruin it by telling me it was accomplished by shredding spirits - or the equivalent of spirit embryos. I only played it once.
I agree about the.necromancy specialisation.
Reading the info in the menu, being able to manipulate spirits interested in death sounded badass.
But then Cole tells me what im really doing, and Solas tells me im calling spirit energy barely sentient enough to be called a wisp.
I loved my little wisp from origins (which now, probably should have been in the spirit school of magic!) and this turned me off the spec for SP (multiplayer necromancer.kicks some serious tooshy!)
As for the topic, i find the lore is okay, however the lack of Creation spells (like why couldn't we have a mighty offense aura spell that functioned like barrier in use but provided the damage bonus? Or maybe an aura that increased attack etc) and Entropy spells like the Hexes (i love hex of torment in da2 and the whole hex line in origins). Horror is now done by spirits, and walking bomb was a spirit spell in the former games.
Id be super happy if they brought out a specialisation for each class and the mage just focused on the two 'forgotten' schools of magic. Give us an beneficial aura spell, maybe one that boosts attack and mana/stamina recovery, a glyph of repulsion, a misdirection hex and curse of.mortality that strips barrier or guard generation. That would be damn awesome.