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Re: Suggestions to improve the Water Magic discipline
A side thing that'd be very cool for water races is the equivalent of the water-breathing army items for land races. I know the ring of the fish will allow for commanders to tread on land (which makes for a happy Aboleth) but I don't know of any items that allow aquatic troops to come ashore. It sure would make those other Water summoning spells (like Call Kraken) far more palatable, particularly on maps like Inland where 90% of your fighting's on land anyway.
If there's already an item like this, just clue me in and ignore my ignorance. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Suggestions to improve the Water Magic discipline
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-Gateway103 |
Re: Suggestions to improve the Water Magic discipline
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Also, if this can be cast UNDER WATER this gives the two (three?) water nations a way to move their forces quckly around. The effect is lessened by the fact that both current nations are strong in Astral, but this is still a very nice spell, IMHO. Now, I would suggest that you check what spells exist and then post some new ideas. Your ideas were not bad, they just already exist! You said water should have some theme no other paths deal with, so make up few and send them here! I'm interestedt in reading them. |
Re: Suggestions to improve the Water Magic discipline
When you want to design water spells, maybe you have to ask yourself, "what does the element of water and cold represent"
While some spells in circles and schools are spread willy-nilly all over the place, you can see that some themes exist, especially in the elemental spells. Fire is tied with aggression and anger, so you see many fire spells in Evocation and none in construction. Earth is more about fortitude and creation, so it's dominant in construction and you get many unbreakable units from it. Air is most closely tied to themes of deceit and mobility, since you get illusion spells like Phantasmal Warrior, Mists of Deception, and Cloud Trapeze. What does water represent? Edit: I feel like The Architect, spouting a bunch of crap and nonsense that's supposed to make people try hard to figure on. Also, I'd like to say that I can't think of a thing that water and cold reflects, therefore water seems to be a scattered and weak discipline. [ April 17, 2004, 21:18: Message edited by: HotNifeThruButr ] |
Re: Suggestions to improve the Water Magic discipline
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- Kel |
Re: Suggestions to improve the Water Magic discipline
*slap* http://forum.shrapnelgames.com/images/icons/icon10.gif
[ April 17, 2004, 21:34: Message edited by: HotNifeThruButr ] |
Re: Suggestions to improve the Water Magic discipline
I'm not convinced water is weaker than other paths at all. Sword of Swiftness and Boots of Quickness, Bottle of Living Water, and Clam of Pearls are some great items, for example. Sea Trolls and Ice Devils are quite good. Resist Fire and Cold (etc), Quickness, various other good spells. Water's defensive bless bonus is one of my Favorites for improving blessed combat unit survival.
I do like the coastal transport spell idea. PvK |
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Give it a small chance of reflection at low levels of water skill that increases with water skill. Another thing water represents : tranquility, fluidity, or, ahem "softness, flexibility and life giving". (That Last would be a quote from the description of T'ien C'hi's Master of the Way.) Sure sounds like Water could be given a non-Nature healing spell. http://forum.shrapnelgames.com/images/icons/icon12.gif Or a ... recuperation spell, for non-combat. Maybe caster-only, takes some amount of gems to cast. Could wear off after a wound was recovered from. Or - be castable on others, for that matter. Again, taking gems to cast, and wearing off with the death of the caster, just like almost all other spells. Personally, I'd like the recuperation spell, to avoid all the useless gimpy Pretenders and high-cost commanders. Or it could be given a damage reduction spell, "Water Form", that reduces damage taken by 25% or so, as water gives before a blow, softening any impact. Less powerful than Mist Form, but still pretty useful. "Ice Castle" spell - seems silly to me that Nature mages can create an aquatic castle, but powerful Water mages can not. Only castable in cold provinces; possibly castable on land. New summoning spells - right now, most of Water's summonings either can't leave the water, or can't go in the water. (Sea Trolls are an exception - any others?) A spell that migrates the temperature to be colder, maybe, considering that so many of Water's spells are cold based. |
Re: Suggestions to improve the Water Magic discipline
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