Messing around with an idea and came upon a few ideas for a defensive wind element spell, ultimately landing on something that lowers the accuracy of the enemy instead of becoming the wind with raising EVA. So...fog or mist if you will. But are such spells typically associated with the water element? Thoughts?
Is fog a wind spell or a water spell?
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Neither water nor wind..
Water is a liquid and wind is a force, fog is neither of those, its more of a gas like substance and is generally colder than being 'not in fog'... -
Hmm...good point. Perhaps I should go with the becoming wind idea instead.
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Wind could bring a sandstorm which would lower accuracy.
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Fog is just water floating in the air, so that would work. As for wind, how about a windstorm that goes on for a 3-5 turns? Logically, it would be harder to aim, cast spells, etc, if you were being disrupted by a strong wind. Sometimes I have a hard time knowing when real world logic applies to video game logic, but I think that could work. If you want to go with wind and water, it can be a regular storm with heavy wind and rain.
EDIT: I think Fog lowering Accuracy is a great idea, by the way. I can't see anything in fog. Hate driving in it. :) -
As a player I would be OK with fog as a wind spell, but if you think it feels too watery you could go with a “haze”, which is dust and smoke caught in the air instead of water.
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If the windstorm is coming from behind the parties back, it could also do the opposite for your party members. giving them a boost in whatever it lowers for the enemyFog is just water floating in the air, so that would work. As for wind, how about a windstorm that goes on for a 3-5 turns? Logically, it would be harder to aim, cast spells, etc, if you were being disrupted by a strong wind. Sometimes I have a hard time knowing when real world logic applies to video game logic, but I think that could work. If you want to go with wind and water, it can be a regular storm with heavy wind and rain.
EDIT: I think Fog lowering Accuracy is a great idea, by the way. I can't see anything in fog. Hate driving in it. :) -
Why not make it both Wind and Water spell?
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If you had to choose one I'd say water.
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Given that fog is low-laying clouds, it would be water.
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It'd be water to me without more context (I think of it as water, and wind would possibly clear fog by blowing it away.) - but I think you could easily make it out to be air in context of you game if you wanted. Or if there is any mixing of the elements a hybrid air/water spell would make sense too. Could go with something like 'Blinding Wind" or something similar I've definitely been in some wind where you can hardly keep your eyes open.
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Consensus seems to point to it being a water spell or a water/wind spell. Which makes sense. I ended up going with a "Become the wind" spell to raise EVA significantly instead of a fog to lower accuracy. Thank you all for your answers :)
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Might make for an interesting hybrid spell when you have a mage dedicated in one element trying to mix spells of another.
Water and Wind could equal fog.
Water and earth could equal mud. -
Fire and water is steam, and earth and fire could be lava or magma. I am thinking of using an elemental combination system in my own game.Might make for an interesting hybrid spell when you have a mage dedicated in one element trying to mix spells of another.
Water and Wind could equal fog.
Water and earth could equal mud. -
Maybe :
Wind and water = hailstones
Wind and earth = sandstorm
Wind and fire = lightning / nova -
I'm thinking of a similar concept --- magic is defined by Affinity, which can be one of the "classic" elements, or things like Life, Nature, Time, Mind...things or people the caster loves OR hates (Affinity is a connection not necessarily a positive one)...
Not as strict as specialization, but more "The stronger your Affinity, the more skilled you are when working with that." So to make combination spells, the mage needs to practice multiple Affinities...or work together with other mages.
In game terms, higher Affinity means "Lower MP cost and stronger and/or more precise effect when using that Affinity of Spell" -
Ars Magica (considered to have some of the best rules for magic among pen & paper RPGs, and relatively strong historical accuracy to medieval times) classified fog as an Aurum (Air) spell, since classically it was considered a phenomenon inherent of the Air, rather than a phenomenon inherent to liquids (Aquam/Water). Likewise, I believe spells that could create, change, or destroy snow were also considered Aurum (whereas Aquam dealt with rivers and oceans, drinking water, poisons, water in the body, etc.).
This isn't quite intuitive to us at first glance, but when you think about the ideas about natural forces and body humours that existed in the same time as the belief in sorcery, it does make a lot of sense. -
Thanks, I was trying to figure a good combo for fire and water and earth and fire. I like these ideas.Fire and water is steam, and earth and fire could be lava or magma. I am thinking of using an elemental combination system in my own game.
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I've been trying to come up with elemental spells for my game, too. Personally, I think it could go with either, with a slight edge to Water. Fog or Mist has a more watery connotation than other similar atmospheric effects like Haze, which sounds more Air/Wind. Maybe you could just count up how many spells you have for each category, and just place Fog in whichever list is shorter.
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I would go with the water element for that spell but that's because of Naruto series. Also consider the fact that the water element is also in the air as moisture.