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April 17th, 2004, 10:02 AM
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Corporal
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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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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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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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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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April 17th, 2004, 07:15 PM
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Sergeant
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Re: Suggestions to improve the Water Magic discipline
I noticed that Voice of Apsu and Voice of Tiamat for some reason cannot be cast on water provinces from land (I don't know if you have to be in the water province of just underwater).
But in any case, all the other magic path's search spells work fine in water provinces remotely from land, so I'm puzzled why, - especially - water sites cannot be searched remotely in water provinces when all other paths can. Maybe for VoT, that might be reasonable since its special and covers a few magic types, but this seems an unfair penalty of VoA.
For new spells, it'd be nice if water had maybe 1-2 other useful summons, perhaps ones that weren't cold-based or water only, so that they'd be more generally useful. Maybe a big mid to high level amphibious sea creature that could be summoned on land, or something like (amphibious) water nymphs.
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April 17th, 2004, 07:27 PM
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Second Lieutenant
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Re: Suggestions to improve the Water Magic discipline
A side thing that'd be very cool for water races is the equivalent of the water-breathing army items for land races. I know the ring of the fish will allow for commanders to tread on land (which makes for a happy Aboleth) but I don't know of any items that allow aquatic troops to come ashore. It sure would make those other Water summoning spells (like Call Kraken) far more palatable, particularly on maps like Inland where 90% of your fighting's on land anyway.
If there's already an item like this, just clue me in and ignore my ignorance. 
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April 17th, 2004, 07:39 PM
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Corporal
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Re: Suggestions to improve the Water Magic discipline
Quote:
Originally posted by Yossar:
quote: Originally posted by Gateway103:
Water Shield (combat spell)
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Except that there's already a spell called that. My bad, I meant to augment the existing Water Shield with the effects I listed (I'll edit my post). Sorry if that was unclear. As it stands now, Water Shield is not as useful as say Air/Fire/Astral Shield. But giving it the property I suggested, move it up a level or two in research, and I think it would be more versatile.
-Gateway103
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