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[FtA!] Cold/Water Shapers

Started by RPGPundit, November 01, 2007, 09:10:45 AM

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RPGPundit

Based on the racial requirements, it appears that the Cold/Water Shaping list was originally the magic of the half-mermen people. One of the concepts that clearly comes through in the default setting built into FtA! is that magic as it is currently practiced is just the remnant of the once-mighty magics used by powerful empires.

This list is a pretty mundane list of spells that are mostly either defences (fog, wall of water, wall of ice), attacks (cool object, cone of cold, water storm, summon water/ice elemental) or water-manipulation powers (purify water, create water, walk on water).

Obviously the most likely candidates to make use of this type of magic today are half-mermen who are continuing their ancestral traditions, and mages from seafaring cultures.

At the same time, the opposite might be true, and mages from arid regions might learn this magic to try to make use of what water they can get and provide their people with desperately needed pure water.

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Sean

I know it's stating the obvious but a wizard equipped with these 'mundane' spells is gonna be such a godsend to a settlement in an arid region. They'd get totally pampered but would not be allowed to leave by the community. It'd be like that film 'The Man Who Would Be King' , yeah maybe - The Rain King ! So if he also does Level 10 Rune Magic he can create a tap, a fountain or an oasis ?

- maybe he should hook up with a Druid and lord it over those desert tribes.