Thread: Water Magic
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Old November 8th, 2004, 05:46 PM
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Default Re: Water Magic

Quote:
About Discipline - working pay-off would be "magic resistance negates". It wouldn't work on supercombatants or most magic units, but on the normal units it would be just fine. Most of the weak summons that can be massed would also be shut off by mindlessness. I like it.
Well, that means it won't work all that reliably on even regular troops; although it is a good spell, so that wouldn't matter. There would be all sorts of groovy wierdness with penetrating items, which is nice.

Discipline would also help the water-using nations inject some much needed pep into their otherwise dismal troops.

Quote:
Good ideas Sandman. I especially like Amnesia since that would be a way to put "the fear of water" into buffed up heroes. It would be good to be able to clear out the Hall of Fame.
Yup, I like Amnesia as well. Memory-affecting spells would be a decently thematic addition to water's repetoire.

I'm not sure whether Amnesia should be resistable or not. On the one hand, it'd be annoying to definitely lose experience points on a powerful hero or elite units. On the other, it's not like Amnesia is any worse than curse or horror mark; and it can be 'cured' by regaining experience.
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