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April 17th, 2004, 08:24 AM
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Captain
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Join Date: May 2001
Location: Nairobi, Kenya
Posts: 901
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Re: Suggestions to improve the Water Magic discipline
Nice ideas!
How about some more weather spells, perhaps linked to nature magic as well.
Driving Rain
Powerful rain lashes from the sky, flooding fields and knocking down crops. 50% gold income and supply reduction in targeted province this turn.
Gentle Rain
Kind and blessing rain caresses the land, giving substantial help to crops in your dominion. 25% gold and supply increase in all provinces with your dominion.
Mud Patches (combat)
The mage brings forth small springs from the ground, creating patches of mud which greatly slow movement. All troops entering these square lose any remaining movement this turn. Each point of magic produces one square of mud.
The Last one is aimed at those low level water mages who cast quickness and can then do nothing in battle. A little bit of mud will not change things too much, but will slow troop advances and flight. A low level mage can not do too much with this, but a high level one would mess up a field quickly.
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April 17th, 2004, 09:00 AM
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Major
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Join Date: Nov 2003
Location: Finland
Posts: 1,050
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Re: Suggestions to improve the Water Magic discipline
No Rimmetursar awaken no matter how long Illwinter is active. It's just flavour text.
I think Water Elementals should have innate quickness and/or more defense. They are clearly the weakest elemental ATM.
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Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
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April 17th, 2004, 09:00 AM
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Major
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Join Date: Nov 2003
Location: Finland
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Re: Suggestions to improve the Water Magic discipline
DP
[ April 17, 2004, 08:00: Message edited by: Teraswaerto ]
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Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
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April 17th, 2004, 10:02 AM
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Corporal
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Join Date: Jan 2004
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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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April 17th, 2004, 10:38 AM
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Sergeant
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Join Date: Feb 2004
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Re: Suggestions to improve the Water Magic discipline
Quote:
Originally posted by Gateway103:
Water Shield (combat spell)
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Except that there's already a spell called that.
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April 17th, 2004, 03:21 PM
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Second Lieutenant
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Join Date: Nov 2003
Location: houston TX
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Re: Suggestions to improve the Water Magic discipline
(cribbed from an earlier post of mine)
Water mages can take 1 troop with them for every magic level they have minus one.
(i.e. the first level sustains the mage itself.)
Items, thetis' blessing and the water cult theme are the traditional methods for keeping your favored landlubbers breathing.
IMHO the number of troops should be increased quite a bit. The water fringe benefit is weak, relative to the other paths. Even x5 or x10 wouldn't be outlandish.
Alternatively (or in addition) it could add to defense, as fire/air add to att/prec.
SCUBA Rabe
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April 17th, 2004, 06:29 PM
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Second Lieutenant
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Join Date: Mar 2004
Location: Atlanta, GA
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Re: Suggestions to improve the Water Magic discipline
Quote:
Originally posted by rabelais:
(cribbed from an earlier post of mine)
Water mages can take 1 troop with them for every magic level they have minus one.
(i.e. the first level sustains the mage itself.)
Items, thetis' blessing and the water cult theme are the traditional methods for keeping your favored landlubbers breathing.
IMHO the number of troops should be increased quite a bit. The water fringe benefit is weak, relative to the other paths. Even x5 or x10 wouldn't be outlandish.
Alternatively (or in addition) it could add to defense, as fire/air add to att/prec.
SCUBA Rabe
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I agree with these suggestions personally. I could see a x5 bonus, but not a x10 as that'd negate a bit too much of the advantage water races get by being water races.
The add to defense would work in the alternative, as it seems that Water's the only one of the four elemental magics that doesn't get a boost that way.
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