Re: Why magic paths are like mod Nations.
Endoperez: I'm aware of the former holy/unholy priest situation. I'd make a Blasphemy path do things like harm sacreds and angels, remove permanently remove sacred status from sacred units, do "black halberd" effects to sacred units, boost independent power, and destroy temples and dominion at distance. Things that are harmful to any holy power. This path might be confined to independents, making them more interesting and dangerous.
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