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Old April 17th, 2004, 10:02 AM

Gateway103 Gateway103 is offline
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Default Re: Suggestions to improve the Water Magic discipline

Some ideas,

Water Shield (combat spell, improved Version)
- Protect target from fire (50%), as well as 20% of all attacks will miss (imagine a cyclonic barrier of water with high pressure, capable of deflecting incoming attacks. Less effective in hot dominion 2+ (say -5% per heat scale >= 2)
- If used in cold 2+ dominion, result is an Ice Shield that protects from fire (50%), and increase Armour Protection by (4 + cold scale)

Ice Wall (ritual)
- Increase defense of fortress wall by 25 per level of cold scale, starting with cold -3, up to maximum value of fortress (so maximum of 175 in cold 3 dominion). May be casted remotely from different province

Drowning Bubbles (combat spell)
- Single target, target must make MR save or loses 15hp. Receive 2pt damage if successfully resisted. Useless on amphibians, aquatic, or undead. Can't be casted underwater.

Hail (combat spell)
- BLast a medium sized area with falling icicles. Damage is considered magical and armour piercing.

Summon Geckos (ritual)
- Summon giant size 4 Geckos with recuperation, regeneration, poison attack, poison immunity, high natural protection but low defense skills.
- Summon amount is 4+

Healing Fluid (combat spell)
- Heals 6~10+ points, plus curing poison & paralysis.

Healing Shower (combat spell)
- Heals 6~10+ points on an area of 3+, plus curing poison& paralysis.

Cleansing (ritual)
- Each casting has a 10% chance of curing the Diseased affliction, from each afflicted creature in the province. It also heals 20% base hp of every creature in the province if they are not at full health (e.g. still diseased units)

Waterway (ritual)
- Allows mages and her troops to travel from one coastal province to another. Cannot be casted in inland provinces

That's it for now. Hope you guys like these ideas.

-Gateway103

[ April 17, 2004, 18:40: Message edited by: Gateway103 ]
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