As the Arstotzkans seem to be focusing entirely on setting things on fire, I think we ought to at least consider Protection from Fire. They've got a Wand and three spells focused on this (I'm gonna guess at least three designs and revisions), so even if we spend two whole turns on making it effective, we'd have invalidated more of their turns.
Hmm, I guess. But that would involve branching out into a new sphere of magic. And I'm not sure we could develop immunity from fire, so we wouldn't even be fully negating their spells.
Besides, their latest developments (armour and lances) have little to do with fire.
I'd rather try to increase our capabilities than counter theirs; it's better to be proactive rather than reactive.
That Depends, since All their combat magic is fire based, with some work we can Counter all of their combat spells in one push, Specifically with enough rain their fire spells would be sevearly hampered, and seeing as how we already have Storm and Wind Spells, Anyone up for causing hurricane Moskurg?
It was mentioned in regards to their firewalls that rain does not extinguish them. Unfortunately.
I thought we were being real clever by developing weather magic, but it seems like most of the benefits were considered OP. No naval bonus, no mud vs heavy infantry bonus, no fire-extinguishing bonus.
...eh, I shouldn't complain. Maybe with a revision we could make it rain harder, overwhelming even magical fire.
But we can do that later, after we've improved our ground troops. Neither side's magic is powerful enough to stand alone. Their fireballs serve a supporting role to their heavy infantry. Teletalk would be useless without the troops to coordinate. And at the moment, their footsoldiers heavily outclass ours. We can get back to increasing our magic support power
after we've at the very least narrowed the gap between our mundane forces.
By making horses cheaper.
This message paid for by the United Horse Breeders of Moskurg