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  #1  
Old June 5th, 2004, 02:42 PM

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Default Re: New Water Spells

These are all pretty cool. I especially like the idea of flooding spell that tramples people. That's nifty.
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Old June 5th, 2004, 03:38 PM

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Default Re: New Water Spells

The problem of Growth enhancing pop spells is that soon your dominion will kill grwoth.
So it's better to pump the population of a fixed percentage with that spell.
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Old June 5th, 2004, 03:50 PM
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Default Re: New Water Spells

Quote:
Originally posted by Cohen:
The problem of Growth enhancing pop spells is that soon your dominion will kill grwoth.
So it's better to pump the population of a fixed percentage with that spell.
I think it's better to leave it as it is. The main purpose I see in these 'growth' spells is to provide supplies to campaigning armies, and the supplies you get from a province is strongly correlated to its growth scale. Moving your troops to a province that hosts a Well of Pestilence, and lacking Bags of Wine? Cast, and voilà!
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Old June 5th, 2004, 04:07 PM

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Default Re: New Water Spells

The time you move your army away, you have cast the spell.

I believe the problem of grwoth scale isn't supply, but too slow birthrate of people.
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Old June 5th, 2004, 04:21 PM
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Default Re: New Water Spells

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Originally posted by Cohen:
The time you move your army away, you have cast the spell.
FYI, you can cast at province X and order your troops to move to X in the same turn. When your troops arrive next turn, the spell has just been cast and the growth scale has increased - just what you wanted to achieve.
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Old June 5th, 2004, 04:33 PM
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Default Re: New Water Spells

I think the idea was that it is only effective for a short while. But yes, it does lessen the effect. Perhaps too much. I think the Rainmaker-spell should target the province of the casting mage only. Thematic reasons...
And warming the waters might not increase growth, as it is the cold water streams raising from the deeps at the shores of Peru and Norway that make the fish-population of those areas so rich. The spell itself seems quite right, though.

I don't like Steam. I could see it needing Air of Fire, but not Earth. Remember that Geysir, among others, is Water/Fire spell. Water/Earth would create mud, but that already is Earth-only spell. Maybe Water could, similarly, be the only path needed for the spells regarding Acids or maybe something else that could also need something else besides water. Acid might not be a good idea, though, as it would give Water two different types of damaging spells, in the same path, one of which can not be resisted at all!

I like your 'flooding' spell, but the name does not suit it very well. I'd like to keep the Waterfall in the name, but can't come up with anything suitable...

A scrying spell or two seems appopriate for water. Astral should still have atleast one scrying, for Crystal Sphere if for nothing else, but it could have the risk of feebleminding the user.
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Old June 5th, 2004, 05:01 PM
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Default Re: New Water Spells

The Growth increasing spells could work a bit like Domes. The more gems you pump in the longer it Lasts.
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