Water is one of the eight paths of magic, and one of the four elemental paths alongside Earth, Fire and Air.
A lot of water magic is either stronger or only available in underwater provinces, making many of its applications fairly niche. It's also closely associated to cold, with effects like chill and cold damage.
Water has a fair amount of variety with how it can hurt foes; it can drown them with Sailors' Death, ice them with Frozen Heart and other Cold spells, cut them on shards of ice with Ice Strike, and even turn them into goo with Liquify. Each of these spells has either limited scope or more than one rather-hard counter, however; for example, many of the direct-damaging ice spells can be reduced or even ignored with simple Protection, while the non-ice spells are blocked by Magic Resistance and certain traits. The spells with multiple counters tend to have higher areas-of-effect (AOEs) than comparable spells of other paths, probably to make up for this.
Water does possess a significant attack Ritual, with Murdering Winter tending to hit a higher percentage of units in its target province than any of the others; its performance scales with the Temperature of that province.
Robe of the Sea | 3 • 15 | Construction 4 | |
These Robes prevent any sort of oxygen deprivation, somehow. How nice of them! PROT 3, Water Breathing, Air Breathing, 1 boost |
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Water Bracelet | 1 • 5 | Construction 6 | |
No, the water is not frozen. 1 boost |
Magic | |
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Concepts | Blood Hunting • Communions • Empowerment • Gems • Items • Magic Sites • Research |
Categories | Combat Magic • Ritual Magic • Notable Spells |
Paths | Fire • Air • Water • Earth • Astral • Death • Nature • Blood • Holy |
Schools | Conjuration • Alteration • Evocation • Construction • Enchantment • Thaumaturgy • Blood • Divine |