Re: Suggestions to improve the Water Magic discipline
Vicious Love is a scary man... a very scary man.
I think I figured out what water magic means . Most of their spells are geared towards defense because they're more effective in your home turf. Many water spells are underwater only, so forget about flexibility there. Others are heavily influenced by cold domains, so they're superb with the -heim races and Caelum, but less than mediocre for those battles away from home, where your faith doesn't prevail, or worse, in Abysian/Machakan territory. Raise your hand if you see the inherent flaw in this philosophy when applied to a game about WAR and EXPANSION?
What about a high level ritual that would give your units Amphibian (NOT poor amphibian) traits? I don't feel like putting any stats, but I guess it should be alteration, and for each gem you spend, you can make 3 size worth of units amphibian.
Another ritual for water might be "Healing Spring." It's a low levelled conjuration or alteration spell that creates a healing spring in a province. The spring gives everyone in the same province Recuperation.
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