Raise land, Spell Rant.

Why on earth would you make such a boring spell ? Water walking early for exploration, raise land should be an upper tier powerful spell, and make it raise area, 3 to 4 squares. Just my opinion, Any others out there have comments on this?

1,834 views 5 replies
Reply #1 Top

this is a general problem with spells, they are all too much accessible and "easy" but ofc the magic system is still work in progress so lets wait next build and see

Reply #2 Top

I hope they get away from the city builder,with more emphasis on magic to accomplish needs and goals.

Reply #3 Top

I actually really like the raise land spell.  It has a much cooler, magical and powerful feel to it than just walking across water.  I'd just like to see a more powerful version of it at higher intelligence levels to allow the creation of mountains.  You should also eventually be able to sink land below water. Not to mention a strategic AoE spell to protect land from alteration.

Water-walking should actually be a more powerful spell, since it allows you to reach new areas without allowing things from those new areas to follow your route.

Reply #4 Top

Quoting Spitz, reply 3
I actually really like the raise land spell.  It has a much cooler, magical and powerful feel to it than just walking across water.  I'd just like to see a more powerful version of it at higher intelligence levels to allow the creation of mountains.  You should also eventually be able to sink land below water. Not to mention a strategic AoE spell to protect land from alteration.

Water-walking should actually be a more powerful spell, since it allows you to reach new areas without allowing things from those new areas to follow your route.
End of Spitz's quote

 

agree, WW is a very strong spell, even more if its just a buff you can cast and leave permanently on your units

Reply #5 Top

Water walk spells generally in DnD have been low to mid range. caster only maybe level 2. And besides from perm ww items you enchant in some games I have never heard of a perm WW spell.

Look at it this way WW spell caster only. last 3 turns...Cast it and walk blindly into the sea in hope of hitting land, you drown!....or not. You end up in the middle of monster central and cant cast it again to get away due to regen, you die another horrible death. OR.... For the next 150 turns you cast raise land go rest, raise land go rest.

I know whats more exciting for me, to each his own.