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June 20th, 2004, 07:27 AM
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Second Lieutenant
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Re: Suggestions to improve the Water Magic discipline
Just clarifying something about my proposed dome, those probabilites were meant to be results on a percentile roll, not separate checks. So 01-30=Neighboring province(Good, but not that good), 31-50=Random province(Good, bad, whatever. Fun.), 51-60=Reflection(Booyah!), 61-00=Nothing(Not the ethereal trampling assassin kind).
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June 20th, 2004, 08:46 PM
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Major General
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Re: Suggestions to improve the Water Magic discipline
Here's one:
Dream of Turmoil
Conjuration 6 (path from Voice of Tiamat, as they both deal with dreams)
Water 6, Astral 1
Gem cost: ???
This spell causes the caster to fall into a trance, and dreams of what would happen if every unit and commander in this province were to attack the targetted province. While the caster dreams true, it isn't always possible to move everyone there for the battle, and the dream Lasts too long for the caster to act on the information in time for the dream to become reality.
Mechanics: The caster casts the spell, and targets a province. The next turn, the player gets a message: a battle simulation, showing what would have happened had everyone in the province moved to the targeted province for a battle (or a message to the effect that there weren't any troops or province defense outside of any castles, if that was the case) - but it doesn't move anyone, and doesn't inflict any actual casulties or injuries - it was just a dream. Perhaps the targetted player recieves a message that the troops in that province all recieved distrubing dreams, but gets no details. An extremely good spell for scouting - although limited, as it won't give you any info on what's inside of a castle (you'd end the turn seiging the castle, if you won, not fighting the defenders).
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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June 20th, 2004, 10:00 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Suggestions to improve the Water Magic discipline
I think 'dreams' don't need Astral component. After all, neither Voice of Tiamat or the Blood global causing demons to harass enemy commanders in their dreams need it.
BTW, I really like the Dream of Turmoil of Jack Simth (on purpose?). But giving out information about the excat strategies and troop composition of target army is too much... Numbers should be enough. Even suicide scouts won't see the spells enemy mages have been scripted to cast.
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June 20th, 2004, 10:21 PM
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Second Lieutenant
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Join Date: Feb 2004
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Re: Suggestions to improve the Water Magic discipline
While that really is a great idea for a spell, it
A) Doesn't really sound like a water spell, and
B) Has already been suggested a while back. The devs felt it would slow down the game/be tricky to implement/be overpowered. Or at least one of the above three, I don't recall which.
Update: Oh, and while I may have overused astral in my own suggestions, when the less tangible aspects of water woulda sufficed, I'm actually inclined to agree with Simth on the astral component in his spell.
Foretelling the future is strictly and astral sorta thing, y'see.
Updated update: Duuuude. Making the Thing That Is Not your prophet would be, like, the coolest thing ever.
[ June 20, 2004, 22:18: Message edited by: Vicious Love ]
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June 21st, 2004, 03:02 PM
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Corporal
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Location: st. paul MN
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Re: Suggestions to improve the Water Magic discipline
didn't have the time to read the whole thread so if I repeat plz don't flame me.
I'd like to see some ice evocation spells to give water mages some punch.
how about a spell that ices over the battlefield slowing movement with a possible one turn stun for walkers (to simulate falling)
a spell to increase population ( 'well of life'?)
a spell to increase defense of one/some/all units on the battlefield ('supple'?)
A spell that has a percentage chance of keeping a army from moving out of a territory for a turn ('deluge'?)
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June 22nd, 2004, 12:46 AM
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Second Lieutenant
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Re: Suggestions to improve the Water Magic discipline
Quote:
Originally posted by djtool:
I'd like to see some ice evocation spells to give water mages some punch.
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On phone as I type this, so being brief and ill-researched. Ice strike, falling frost, frozen heart, and more.
Water was never meant to be as useful as fire and air on a battlefield, these seem like more than enough.
a spell to increase population ( 'well of life'?)
Sounds like nature.
A spell that has a percentage chance of keeping a army from moving out of a territory for a turn ('deluge'?)
Me LIKE. Useful AND original.
Edit: Typo.
[ June 21, 2004, 23:46: Message edited by: Vicious Love ]
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June 22nd, 2004, 02:28 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Suggestions to improve the Water Magic discipline
Quote:
Originally posted by djtool:
how about a spell that ices over the battlefield slowing movement with a possible one turn stun for walkers (to simulate falling)
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Or even something as simple as a Mud or Quicksand spell, that creates patches of mud/quicksand that slow or stop units.
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