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Old December 7th, 2008, 05:40 PM
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Endoperez Endoperez is offline
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Default Re: Why magic paths are like mod Nations.

Quote:
Originally Posted by HoneyBadger View Post
Crystal-not Earth magic, but the historic belief in the power of crystals, used for healing, divination, psychic energy, to power Atlantis, what have you. Nothing particularly "earthy".

Mentalism-psychic energy, and the power of the mind and will, over matter, over fate, and over the wills of others. Not Astral magic, which comes from the stars, but power derived internally, from pure imagination and perception.
The Crystal magic I mentioned replaced Astral, not Earth. Astral Healing, Crystal Sphere/Astral Window, Mind Burn/Paralyze/Mind Hunt etc, it would pretty much cover the same stuff you listed. Besides, since all Dominions rituals use gems/crystals as a power source, the idea wouldn't be exactly "ground"-breaking, pardon the pun.

Mentalism is Astral by a different name, judging by effects. And it's not like the "from the stars" actually affects any in-game effects, besides Gifts From Heavens.


And regarding Blasphemy, there used to be Holy and Unholy priests. Holy priests could preach, Unholy priests could reanimate undead. It was removed, the reason being that e.g. Marignon thinks that the Mictlan priests are unholy, but the Mictlan priests think they are holy.
It would be easy to just give each nation a bunch of national holy spells, perhaps available at spesific research levels. And that'd actually be a good idea and not too hard to do, either, since we already have examples:

Pangaea: Carrion spells
MA/LA Ermor: Unholy Blessings, Anathema, Apostacy etc etc
(LA) C'tis: spells providing +MR or +ATT for undead
MA Ulm: Iron Darts, Iron Blizzard
Marignon: Holy Pyre (just change it to F1H1 at the same research level)

Last edited by Endoperez; December 7th, 2008 at 05:43 PM..
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