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  #1  
Old April 19th, 2004, 09:34 PM
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Default 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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Old April 19th, 2004, 09:39 PM
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Default 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.

It is called 'quickening' alt lvl 8, area 5
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Old April 19th, 2004, 09:49 PM
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Default 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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Old April 19th, 2004, 10:20 PM
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Default 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.

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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Old April 19th, 2004, 10:36 PM

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Default Re: Suggestions to improve the Water Magic discipline

One catch that everyone may be missing is that what's important here is good water RITUALS: All the combat spells in the world can't really become a large enough gem sink to make water gems useful for non-clams. Water magic has to compete on the strength of its rituals, as it already has a fair number of combat spells which tend to run the gamut from godly (quickness, quickening), to useless in most situations(water strike, water shield).

There are, however, very few worthwhile ritual spells.
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Old April 19th, 2004, 10:47 PM
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Default Re: Suggestions to improve the Water Magic discipline

Quote:
Originally posted by Endoperez:
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.
I meant to suggest both. A fortress is an HQ and a place to hide, but can be bypassed. A wall would block all movement (except flying & magical) in and out of the province, and wouldn't serve as a fort. Water already has a ritual to freeze the surface of all water provinces, so a limited ice wall around one province might be considered reasonable.

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Old April 19th, 2004, 11:15 PM

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Default Re: Suggestions to improve the Water Magic discipline

Just a quick thought. It's always seemed kind of silly to me that Air evocation spells work underwater, while water's dont. I would think it would be pretty suicidal to throw a bolt of lightning at someone underwater. But shouldn't spells like Ice Strike function there? After all, you'd just be freezing some of the surroundings and hurling it at the enemy, which would probably be easier than just generating the ball of ice out of nowhere like normal.
And no risk of electrocuting yourself either!

Note that I dont mean ALL water evocation spells, like Falling Frost and Neifel Flames would obviously be excluded, but Ice Strike, Cold Bolt, and Cold BLast should definately work underwater, I think. Also note that my assumption that Lightning Bolt, Orb Lightning, and Thunderstrike do work underwater comes from the manual, so if thats not true, dont flay me alive.
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