Hi,
Sponts are good!
But it is possible for a character to be spontaneous without having spontaneous magic.
Is the Gentle Gift the most powerful and flexible Major Hermetic Virtue of them all? Sure, you can try to cast that perfect spell on the shabby old hermit you meet while exploring the site of some saint's martyrdom--or you can talk with him.
What about Inspirational? Connections? Free Expression?
(Oooh, Free Expression. "Sure, you'd defeat me at Wizard's War. But if it comes to that, I'll hide behind my parens' skirts, in her sanctum. While you spend a month burning my lab and salting my garden--I will compose songs about you: lampooning your string of failed love affairs, questioning your honor, suggesting that all those dead grogs are your fault. You will be remembered in the Order for centuries after you are dead. Even mundanes will know the songs, and for the rest of your days you will not be able to spend an evening in a tavern without eventually hearing about your fumbling stupidity.")
Being able to go out alone versus with backup seems more a matter of character design than spont expert versus non-spont.
In the most recent AM game I played in, for example, my character was a spont expert. He was even permitted to have Withstand Casting work with LLSM, allowing him to cast spells of remarkably high magnitude, losing only one fatigue in the process, maybe two. He even has Luck of Heroes to ward off botches. But.... he wouldn't do all that well alone, and as the captain of a ship really wasn't designed to.
Conversely, a different player put together a character with a wide variety of formulaic spells and no special ability with sponts, allowing him to get to trouble, evaluate trouble, deal with trouble, cause trouble and if necessary, run away from trouble.
The first character has access to a lot more magic--and has cast the highest level spells in that game. But he isn't the most powerful. An array of formulaic spells that can be cast reliably, repeatedly and at full strength has a flexibility all its own.
More important, real flexibility is about attitude more than spell selection. My character has Strong Faerie Blood and corresponding interests and obsessions that limit him. His character is a Tytalus, ready for anything. And it is clear to me that both characters were consciously designed to be as they are.
Speaking of design choices, I suspect that Diedne Magic is deliberately designed to be sub-par. There will always be Diedne-loving tree huggers who will want to be Diedne no matter what is in the virtue. Why? Because they are Diedne-loving tree huggers.
But great characters have definite strengths and definite weaknesses. A character without limits is an amorphous, thematic blob. A character who is equally good at all magic is less interesting than a character with a focus, who has to be clever about how he uses what he's got. Sure, you can laugh at that Flambeau with lots of Creo, lots of Ignem and not much else (though a big Creo lets him cast impressive CrCo, CrTe, CrMe....) as he struggles to solve all his problems with Creo and with Ignem, but the stories that emerge will probably be more interesting than those about a magus who sponts everything equally well.
Worse, a virtue that makes spontaneous magic too good allows a single character to crowd out all those characters who excel at one thing.
I have written and posted three or four versions of Diedne Magic that I think are more suitable, but when creating a character I use this one to remind me "Whoa! I know you're tempted to be a tree hugging Diedne-loving diabolist, and I know you want lots of spontaneous magic so you can keep your options open, but maybe the game designers are trying to tell you something."
Anyway,
Ken