View Single Post
  #2  
Old April 17th, 2004, 09:58 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Suggestions to improve the Water Magic discipline

Quote:
Originally posted by Gateway103:
Some ideas,

Water Shield (combat spell, improved Version)
- Protect target from fire (50%), as well as 20% of all attacks will miss (imagine a cyclonic barrier of water with high pressure, capable of deflecting incoming attacks. Less effective in hot dominion 2+ (say -5% per heat scale >= 2)
- If used in cold 2+ dominion, result is an Ice Shield that protects from fire (50%), and increase Armour Protection by (4 + cold scale)
Would you have it castable only under water or in land too?

Quote:
Drowning Bubbles (combat spell)
- Single target, target must make MR save or loses 15hp. Receive 2pt damage if successfully resisted. Useless on amphibians, aquatic, or undead. Can't be casted underwater.
Sailor's Death (3W/ Thaum 4): AreaOfEffect spell, throw mr. or die/ take heavy damage as your lungs are filled with water. No effect if resisted. Does not work on creatures that can breat water or do not need to breath.

Quote:
Hail (combat spell)
- BLast a medium sized area with falling icicles. Damage is considered magical and armour piercing.
This and the Ice Wall spells are copies of existing Earth spells... I don't think your idea was to make Water Earth. Also, Earth has mud-kind of spell (Earth Bind?), so you really have to choose which ones to drop out.


Quote:
Summon Geckos (ritual)
- Summon giant size 4 Geckos with recuperation, regeneration, poison attack, poison immunity, high natural protection but low defense skills.
- Summon amount is 4+
Boosted up Bog Beasts? These just have recuperation, regeneration and high protection, and come in faster, and seemingly don't require any Nature at all even though they have many nature-only abilities... Wouldn't it be easier to mod Bog Beasts to be little stronger, and maybe change the summoning to need only one pick in Nature? That would mainly boost those nations that can get Water mages with randoms, but also anyone who winds Jade Amazons... You might not want that.


Quote:
Healing Fluid (combat spell)
- Heals 6~10+ points, plus curing poison & paralysis.

Healing Shower (combat spell)
- Heals 6~10+ points on an area of 3+, plus curing poison& paralysis.
Seems to be taken from Nature (and/or Astral) magic. Check Healing Light (or Rays?), and Healing Mist(s).

Quote:
Cleansing (ritual)
- Each casting has a 10% chance of curing the Diseased affliction [SNIP]
Again, healings of Dominions II are restricted for nature. Anti-poisons go with nature too, although for poisoning the battlefield you need water.

Quote:
Waterway (ritual)
- Allows mages and her troops to travel from one coastal province to another. Cannot be casted in inland provinces
Here is the spell that shines! I didn't really like the others (almost all are already in the game, in one way or other, or are already covered by other magics), but this is something simple yet elegant that gives land-based nations a spell they will happily pour gems into, alhtough this depends from situation. Pocket ship is better though, but everybody can't have it.

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.
Reply With Quote