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Old April 17th, 2004, 11:03 PM
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Default Re: Suggestions to improve the Water Magic discipline

Quote:
Originally posted by HotNifeThruButr:

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 ...
Water reflects ... light. (Think of looking at your reflection in a calm pond.) So - maybe a spell that reflects other spells, or that reflects missiles. I don't think there's any schools with a spell like this.

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. 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.
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