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I think considering concept behind the perk it could be cool if every time you cast a spell there was a chance of a random unit of yours being affected with a range of results from insanity, to stunned, to a debuff that turn.
That way its a proper trade off magical power for an unpredictable debuff
and there it is. It's always you pvp guys who always call for nerfs on stuff. No, just shut up and go away
Fun fact: The final tier of Astral empire perk for increased magical origin ranks combines with the +1 rank from Evokers to allow Lesser Fire Elementals (since they're battlemages) to be summoned already evolved into full-sized elementals. For the early part of the game, I had a hero with the Elementalist trait for training up my elementals, but once I got that trait, I could just spam self-healing phasing fire elementals for the cost of a lesser elemental.
I'm not really sure how it could be toned down. The life steal is already a minimal effect on its own. They could tone up the penalty for not using it, but its so easy to counteract.
One possibility would be to have the penalty kick in turn 1 and not be removed by casting a spell, just not made worse. So you're basically taking on a permanent morale penalty unless you can cast spells turn one. Then at least you'd have to be Astral to not just casually negate the penalties entirely.
But its not minimal when it works on aoe spells/aoe attacks. Also there is no healing reduction between mele and ranged troops healing if anything on average mele troops heal less. Mana addicts makes it very easy to clear mobs on map very early because you rarely get any damage on your troops with good positioning
I mean minimal in the sense that I don't think the effect 'Life Steal' can get any lower than that. It's already the lowest tier of life steal. So I'm assuming that part is not likely to change, and attempts to balance it would have to come in the form of the drawbacks.