Re: Water Magic
I definitely appreciate the thought you've put into this, but many of these spells/items seem like they would be nigh-impossible to implement, and most also seem unbalanced, one way or another.
Take Global Haze, for instance. Level EIGHT in a path which water nations seldom have call to research, costs twenty gems more than the base cost of the target enchantment, requires 2 path levels more than Dispel, and offers no secondary, Fate of Oedipusish perks such as burning out the target's eyes. I suppose it might be preferable to dispel under certain circumstances, but said circumstances are of nearly negligible likelihood.
'course, game balance can be rectified, and a few of these spells wouldn't be all that hard to code. Effort applauded, old bean!
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