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Okay.
Skill issue. Literally.
Magic res is strong too, but countered by t3 destruction magic. It's very rare to face enemies with over 80% magic res and even then, those are pretty easy to defeat using the right combinations.
Magic is overpowered however without it, well good luck beating enemies that can min/max by turn 25.
It also depends on individual wielders how frequently you will be offered magic-school-levelups.
These upgrades are super-significant as tier 2 doubles and tier 3 triples the efficiency of your spells.
Then there's also channeling which doubles spell-damage on top of that.
So with all of that your 60 damage-AoE-spell would be 360 damage.
I have recommended a change to essence-generation:
Make it a floating-point number and make it per unit, not per stack. Use a full stack (without stack-size-upgrades) as reference for the new value.
For example each Fist of order produces 3/20 = 0.15 essence.
A full stack would generate the same amount of essence as now but going around with 6 one-stacks that can generate the same amount of essence as a massive army would nerf it early on against neutrals.
At the same time with stack-size-improvements you could boost your essence-generation to roughly double the current amount and have more powerful magic with a bigger army.
Also, it seems like I do not get any benefit to singing more than one cultist song in a turn. Is that true?
As far as I'm aware, multiple stacks of units can...well, stack their abilities. So, yes, two groups of cultists buffing your spell damage is twice as powerful as 1 group. Even if one of the "groups" is literally just one cultist chanting.
That also goes for essence generation and such, so there's absolutely some incentive and strategy to splitting stacks.
However, keep in mind that every time the enemy kills one of your stacks, their whole army gets the momentum buff, so trying to game the system by stretching your army super thin can easily backfire.