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April 19th, 2004, 06:36 PM
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National Security Advisor
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Re: Suggestions to improve the Water Magic discipline
Water is the path of Balance, it is the element that evens things. Water should have more spells that are the oopposites of each other. Flood and heavy storms on the other hand, then draught, then the gentle rains of spring that let the world grow again...
The rain spells tilting the scale to Growth or Death seems like a good idea to me. Maybe even a spell causing fresh, growth-abiding rains in spring and summer, crop-destroying storms on autumn and cold blizzards in winter?
Also, Water form is a nice idea. Water Elementals really need something like that! It could even increase gradually, with even 50% reduction on damage being possible. That should only be for some special summons, like Water Elementals, that would have low/no protection... 20% seems good for protectiona spell. As it works best versus high damage, it would be most useful on a strong creature fighting versus strong creature(s). Sc vs Jotuns? Or even SC vs SC!
Also, I really like how Water Elementals are Ice Elementals instead in cold provinces. Does anyone have ideas for morphing monsters?
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April 19th, 2004, 07:33 PM
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Sergeant
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Re: Suggestions to improve the Water Magic discipline
Quote:
Originally posted by Chris Byler:
Rituals: Winter Wolves not measuring up? How about doubling the gem cost and number of wolves summoned (thus requiring fewer mages for the same wolf output)?
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I dislike how Winter Wolves were doubly nerfed in the change from Dom I to Dom II, they have had their cost doubled (this is OK, same as the other Seasonals), but they _additionally_ lost their 'weather influenced' stats, so they have much poorer at, def & str in cold provinces.
[ April 19, 2004, 18:35: Message edited by: Wendigo ]
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April 19th, 2004, 08:39 PM
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Second Lieutenant
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Re: Suggestions to improve the Water Magic discipline
Too many of these suggestions would make water too much like the other paths. The sort of battlefield mojo suggested here really sounds more like fire magic, and the overland population killers/economy disrupters are already present in plenty of other paths. Methinks we should make what water already has more powerful, rather than making all the other paths less unique and ruining water's style and the strategies associated with it in the process.
The Waterways spell is definitely fifthed, and reflection definitely fits water's symbolic aspect, though I worry about balance issues.
The water path peripheral benefit is definitely the feeblest of them all, but allowing water mages to bring 5-10 units underwater with them might ruin the water races' home court advantage, and make certain higher levels spells kinda useless. Besides, water mages can already supplement native oceanic troops with kickass aquatic summons the moment a land nation has a foothold in the sea.
I'd much rather see water mages get either a defense bonus, or something a bit more useful for non-melee mages, though I'm not entirely sure what.
If entirely new types of spell really are necessary, there's plenty that water symbolizes which isn't quite covered by the other paths, such as the adapatability/malleability/motion/fluid gooeyness evident in Quickness and in the Masters of the Way, coupled with the serenity also seen in the Masters, but not readily apparent in any actual spells.
If you positively must rip off the other paths, there're probably things that can be done with scrying that retain that watery touch, rather than being pure astral.
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April 19th, 2004, 09:34 PM
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National Security Advisor
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Re: Suggestions to improve the Water Magic discipline
Good point, V.L..
I bet a group quickness high-level water spell that cost water gems would be an effective addition.
I think Ice fortresses are a neat idea, though they should probably only work in cold provinces.
An Ice Wall spell to block land access (and supply and gold and resources via castles) to a province might be interesting too. It would have a strength based on the number of gems put into it, and get worn down both by heat scale and by units trying to enter (using their seige ability). Might be more work for IW than it's worth, though. Maybe a Dom3 idea.
Edit: Oh, and here's an amusing idea for a combat spell that would only work (best?) in cold provinces: Snowball - a growing rolling snowball that rolls through enemy formations trampling them...
PvK
[ April 19, 2004, 20:38: Message edited by: PvK ]
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April 19th, 2004, 09:39 PM
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General
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Re: Suggestions to improve the Water Magic discipline
Quote:
Originally posted by PvK:
I bet a group quickness high-level water spell that cost water gems would be an effective addition.
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It is called 'quickening' alt lvl 8, area 5
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April 19th, 2004, 09:49 PM
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National Security Advisor
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Re: Suggestions to improve the Water Magic discipline
I though Ice Fortress would be something like your Ice Wall idea, temporary fort that gets destroyed when sieged and/or when it melts. It could get bad with some Earth rituals though.
Very Powerful cursed magical item costing 80 water gems and giving the wielder +1 on any magic path, including those he doesn't have. If it was an armor no-one would be able to wear two of them.
Good ones, IMO, are Water Way, Watery Form, Reflection, propably some others I forgot.
Maybe water should be Random magic? That would link Water and Luck together. I can't really come up with other things than that Robe of the Rainbow, and that is just pure random. Maybe Gandalf could give us some hints?
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April 19th, 2004, 10:20 PM
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National Security Advisor
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Re: Suggestions to improve the Water Magic discipline
Quote:
Originally posted by Kristoffer O:
quote: Originally posted by PvK:
I bet a group quickness high-level water spell that cost water gems would be an effective addition.
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It is called 'quickening' alt lvl 8, area 5 Sounds wicked, assuming it gives the +3/+3, +AP, and multiple attacks. You guys sure Water needs help?
Edit: I guess you do have to survive to Alt level 8, though.
PvK
[ April 19, 2004, 21:21: Message edited by: PvK ]
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