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Old November 6th, 2004, 08:35 AM
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Default Re: Water Magic

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.

I would like to see more water+other combinations. Water already has some great multi-path spells (Acid spells, Bone Melter) and items (Tome of Water Breathing, Jade Armor), but I would like Water to have special part as *the* multipath path.

Also, spells that need only one point of water in addition to more power in some other magics would be nice. Look at Rust Mist (EEW) and Foul Vapors (NNNW) to see what I mean.

Ghost Captain
Enchantment 5-7
DDW - 7 gems
Summons ethereal Ghost Captain who is undead, has sailing and can only lead undead. Probably high Fear rating as well.

Rust Cloud
Evocation 4-6
EEEEW - 100 fatique, 1 gem
Battlewide Rust Mist. Works like Foul Vapors, so armors of whole armies are not destroyed in only few turns.

Astral Window (Enchantment 3) changed from SS to SW and name changed to something more appopriate.

Air-Water spell would be nice, atm I only remember Freezing Mist (WWWA - Evoc 3). N-W has Bog Beasts and Foul Vapors, but there are no nature-cold spells. Earth already has Earth Grip and Meld (Alt. 3, 4), so we can't use Water to ensnare.

Some underwater-only spells would be nice, especially for battle.
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