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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. |
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 ] |
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'?) <shrug> |
Re: Suggestions to improve the Water Magic discipline
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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'?) <shrug> Me LIKE. Useful AND original. Edit: Typo. [ June 21, 2004, 23:46: Message edited by: Vicious Love ] |
Re: Suggestions to improve the Water Magic discipline
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Re: Suggestions to improve the Water Magic discipline
A spell that changes x number of units into beings of water for the duration of the battle. The effect being to either inc def/greatly inc def, dec prot/or a body ethereal effect
geyser. Yeah i know there's a geyser spell but i'd like to see the water come up under the unit(s) and toss them somewhere. summon yeti...self explanatory |
Re: Suggestions to improve the Water Magic discipline
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It wouldn't be too overpowered, as any opposing commander inside of a castle is immune to being scried on in such a fashion, and the information can't be acted on immediately - sure, you can find out where the army was, and so get an idea where the army could be, but who is to say if the army has moved or not since then? Especially if you add a "Your military force in (insert province name here) has had very disturbing dreams - all on the same night." to the owner of the targetted province. Quote:
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