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  #1  
Old July 11th, 2004, 08:12 PM

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Default Updated Starting Spells by Nation/Theme

Abysia (Base) - 3F Flare
Abysia (BoH) - 3F Flare **
Atlantis (Base) - 2W Friendly Currents
Pythium (Base) - 1S Communion Master, 1S Communion Slave
Pythium (SC) - 1N Summon Horned Serpents
Man (Base) - 1N Song of Bravery, 1N Soothing Song, 1N Healing Song, 2N Sleep
Man (LotT) - 1N Song of Bravery, 1N Soothing Song, 1N Healing Song, 2N Sleep
Ulm (Base) - 3E Legions of Steel
Ulm (IF) - 3E Legions of Steel **
Ulm (BF) - 3B3D Sanguine Heritage
C'tis (Base) - 3D Terror
C'tis (Miasma) - 2W2N Summon Bog Beast, 1D Decay
C'tis (DT) - 1D Revive Grave Consort, 2D Revive Tomb Priest, 3D Revive Tomb King, 3D Terror
Arcoscephale (Base) - 2S Astral Window
Arcoscephale (GE) - 2S Astral Window **
Caelum (Base) - 2A Wind Guide
Caelum (RotR) - 2A Wind Guide **
Ermor (BE) - 1D Dust to Dust, 1S Body Ethereal
Ermor (AE) - 2D Revive Lictor, 2D Revive Censor, 2D Revive Acolyte, 2D Revive Bishop, 3D Revive Arch Bishop, 2D Revive Wailing Lady, 2D Revive Spectator, 3D Revive Dusk Elder, 2D Raise Skeletons
Ermor (SG) - 1D Dark Knowledge, 2D Revive Wailing Lady, 2D Revive Shadow Tribune, 2D Revive Spectator, 3D Revive Dusk Elder, 3D Revive Wraith Centurion, 5D Revive Wraith Consul, 4D Revive Wraith Senator
Marignon (Base) - 2F Holy Pyre
Marignon (FotF) - 2F Holy Pyre
Marignon (DF) - 1B Bind Harlequin
Marignon (CotS) - 2F Holy Pyre **
Pangaea (Base) - 2N Panic, 1N Tune of Fear, 1N Tune of Growth, 1N Tune of Dancing Death
Pangaea (NE) - 2N Panic, 1N Tune of Fear, 1N Tune of Growth, 1N Tune of Dancing Death
Pangaea (CW) - 3N2D Carrion Lord, 2N1D Carrion Lady, 1N1D Carrion Centaur, 1N Tangle Vines
Vanheim (Base) - 1A Phantasmal Warrior
Vanheim (Midgard) - 3A Ghost Wolves
Vanheim (Helheim) - 1D Reanimation, 1A Phantasmal Warrior
Jotunheim (IW) - 1D Reanimation, 1N1S Curse
Jotunheim (Niefelheim) - 5B3W Illwinter, 2W Breath of Winter
Jotunheim (Utgard) - 1N1S Curse, 1S Luck
R'lyeh (Base) - 2S Mind Burn
Mitclan (Base) - 2B Bine Fiend, 2B Bind Spine Devil
T'ien Ch'i (Base) - 2A1S Celestial Soldiers, 1E1S Celestial Servant, 2A Flight
T'ien Ch'i (S&A) - 1W1S Demon of Heavenly Rivers, 1F1S Demon of Heavenly Fires, 1D Spirit Mastery, 2A Flight **
T'ien Ch'i (BK) - 2A1S Celestial Soldiers, 1E1S Celestial Servant, 1D Spirit Mastery, 2A Flight
Machaka (Base) - 1N1F Seven Year Fever, 1F Blindness

[ July 11, 2004, 19:22: Message edited by: Zen ]
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  #2  
Old July 11th, 2004, 08:15 PM

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Default Re: Updated Starting Spells by Nation/Theme

What does the ** marker denote? Spells that should be changed?
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Old July 11th, 2004, 08:21 PM

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Default Re: Updated Starting Spells by Nation/Theme

The **'s are in my opinion, ones that don't seem to fit the theme/mages that are in the theme. Some cannot be cast by their mages, some are redundant and others just don't seem right.
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Old July 11th, 2004, 08:27 PM

Norfleet Norfleet is offline
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Default Re: Updated Starting Spells by Nation/Theme

Wind Guide is bad for Return of the Raptors? You'd take away ALL of their teeth now? At least they still have Wind Guide...having lost most of everything else. What's wrong with Astral Window for GE Arco? It seems something they can still cast very well. There's a number of spells you've marked with ** that seem to fit just fine, and can still be cast by the nation's theme.
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Old July 11th, 2004, 08:38 PM

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Default Re: Updated Starting Spells by Nation/Theme

Quote:
Originally posted by Norfleet:
Wind Guide is bad for Return of the Raptors? You'd take away ALL of their teeth now? At least they still have Wind Guide...having lost most of everything else. What's wrong with Astral Window for GE Arco? It seems something they can still cast very well. There's a number of spells you've marked with ** that seem to fit just fine, and can still be cast by the nation's theme.
Wind Guide isn't bad for RotR, it just doesn't fit my mentality of what RotR should be. Right now it's just a weakened form of base Caelum. Wind Guide provides the early expansion but if it had something different it would mark a difference between base and theme.

For GE Arco, I always envisioned it was the Astrologers who used it, even though you used a Mystic to cast it. I'd rather have some of these themes have start spells that differ, or are created new to compliment the nation in question. It's a matter of opinion. Others are just 'can't cast them, so they should be changed' but it also gives the nation/theme more of it's flavor.
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Old July 12th, 2004, 10:23 AM
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Default Re: Updated Starting Spells by Nation/Theme

Great Job.
And I fully agree with your **s. (As well as your reasons for giving them.)

(This is the wrong place to say this, but I dont really know where else: In your most excellent Summon Units .pdf you list the Bog Beast spell as costing 3N gems, but it really costs 5.)
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