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Old July 11th, 2004, 08:38 PM

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Default Re: Updated Starting Spells by Nation/Theme

Quote:
Originally posted by Norfleet:
Wind Guide is bad for Return of the Raptors? You'd take away ALL of their teeth now? At least they still have Wind Guide...having lost most of everything else. What's wrong with Astral Window for GE Arco? It seems something they can still cast very well. There's a number of spells you've marked with ** that seem to fit just fine, and can still be cast by the nation's theme.
Wind Guide isn't bad for RotR, it just doesn't fit my mentality of what RotR should be. Right now it's just a weakened form of base Caelum. Wind Guide provides the early expansion but if it had something different it would mark a difference between base and theme.

For GE Arco, I always envisioned it was the Astrologers who used it, even though you used a Mystic to cast it. I'd rather have some of these themes have start spells that differ, or are created new to compliment the nation in question. It's a matter of opinion. Others are just 'can't cast them, so they should be changed' but it also gives the nation/theme more of it's flavor.
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Old July 12th, 2004, 10:23 AM
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Default Re: Updated Starting Spells by Nation/Theme

Great Job.
And I fully agree with your **s. (As well as your reasons for giving them.)

(This is the wrong place to say this, but I dont really know where else: In your most excellent Summon Units .pdf you list the Bog Beast spell as costing 3N gems, but it really costs 5.)
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