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<blockquote data-quote="Indagare Nogitsune" data-source="post: 9843550" data-attributes="member: 40018"><p>It's hard to be specific, but here's a couple examples from my head:</p><p></p><p>1) <em>Water Wall</em>. There's <em>Wind Wall</em> (3rd), <em>Wall of Fire</em> (4th), <em>Wall of Stone</em> (5th), and <em>Wall of Ice</em> (6th). In theory, the Wall of Ice could also fall under Water, since that's also usually within its domain, but stylistically it could be more like Wind Wall but with water instead of air. Then this gets into stuff Morrus mentioned of simply replacing one type of damage type with another. Wall of Fire could be Wall of Cold at 4th level, but then that begs the question of altering Wall of Ice to Fire. Basically: why is this spell at this level? What about Wall of Stone makes it a 5th level spell instead of 4th or 6th?</p><p></p><p>2) <em>Move Water</em>. Like Move Earth but instead lakes and rivers and other bodies of water. But, again, would this be in the same category? Not everywhere has water, after all, while most places tend to have earth. This would also likely cause severe havoc with the ecosystem given how vital water is.</p><p></p><p></p><p></p><p>I don't know. I can truthfully say some <em>do</em>, but the design reasons I don't know. </p><p></p><p>Morrus mentioned the possibility of more common damage types, and it'd be hard to argue Fire doesn't get a lot of love. But energy-damages can be swapped pretty easily. More unusual effects (like a mass flood) take more thought. And even further extending it (a 9th level Earth spell more powerful than <em>Earthquake</em>) takes some work without getting into very over-powered things.</p><p></p><p></p><p></p><p>Well, Fire seems to be bog-standard as energy-damage types go. Cold, Lightning, Acid, and Poison tend to immediately follow or, at least, would be unlikely to break anything (this, I think, harkens back to Tiamat and the original Chromatic Dragons).</p><p></p><p>Radiant and Necrotic tend to follow Outsiders from Celestial/Infernal realms, so less common.</p><p></p><p>Thunder, Psychic, and Force all basically meet no resistance under normal circumstances. Though, with Thunder, it seems a bit more likely given Bards.</p><p></p><p>Personally, I've found the World Tree system (based on Ars Magica) to be very interesting as it allows a lot of possible combinations.</p></blockquote><p></p>
[QUOTE="Indagare Nogitsune, post: 9843550, member: 40018"] It's hard to be specific, but here's a couple examples from my head: 1) [I]Water Wall[/I]. There's [I]Wind Wall[/I] (3rd), [I]Wall of Fire[/I] (4th), [I]Wall of Stone[/I] (5th), and [I]Wall of Ice[/I] (6th). In theory, the Wall of Ice could also fall under Water, since that's also usually within its domain, but stylistically it could be more like Wind Wall but with water instead of air. Then this gets into stuff Morrus mentioned of simply replacing one type of damage type with another. Wall of Fire could be Wall of Cold at 4th level, but then that begs the question of altering Wall of Ice to Fire. Basically: why is this spell at this level? What about Wall of Stone makes it a 5th level spell instead of 4th or 6th? 2) [I]Move Water[/I]. Like Move Earth but instead lakes and rivers and other bodies of water. But, again, would this be in the same category? Not everywhere has water, after all, while most places tend to have earth. This would also likely cause severe havoc with the ecosystem given how vital water is. I don't know. I can truthfully say some [I]do[/I], but the design reasons I don't know. Morrus mentioned the possibility of more common damage types, and it'd be hard to argue Fire doesn't get a lot of love. But energy-damages can be swapped pretty easily. More unusual effects (like a mass flood) take more thought. And even further extending it (a 9th level Earth spell more powerful than [I]Earthquake[/I]) takes some work without getting into very over-powered things. Well, Fire seems to be bog-standard as energy-damage types go. Cold, Lightning, Acid, and Poison tend to immediately follow or, at least, would be unlikely to break anything (this, I think, harkens back to Tiamat and the original Chromatic Dragons). Radiant and Necrotic tend to follow Outsiders from Celestial/Infernal realms, so less common. Thunder, Psychic, and Force all basically meet no resistance under normal circumstances. Though, with Thunder, it seems a bit more likely given Bards. Personally, I've found the World Tree system (based on Ars Magica) to be very interesting as it allows a lot of possible combinations. [/QUOTE]
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