Quote:
Alneyan said:
If you did want to bother Caelum, why not give them an enforced Astral path on their mages? Astral 1 is a curse, and Caelum does not strike me as a nation able to get much us from the low Astral spells (such as Body Ethereal and the like). It will, however, make Caelum closer to T'ien Ch'i, though only one of T'ien Ch'i mages have a mandatory Astral path.
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How would you adjust the current paths (A3W2?1) for the astral? I don't think you can reduce Air on them, and don't think you want to simply add the Astral. Deleting the random doesn't work for me, so the only viable alternative would be dropped 1 water.
But then - Caelum winds up with plenty of mages to cast Arcane Probing to find the astral gems, can get S2 without empowerment to forge Starshine Skullcaps, and can field hordes of mages with astral for communion, allowing the lead mage to easily get to A7 or W5 for some really nasty battle field clearing spells like Niefel Flames or Shimmering Fields.
Adding Astral seems like it would empower Caelum's mages more than weakening them.