Ice isn't water magic per say in my opinion. Although you are using water as a base component, making ice would belong to another branch and even though it might sound strange at first it's closer to pyromancy(in this case) than Hydromancy.
Why? Pyromancy is fire and fire is Heat. Ice requires a lack of heat. Draw the heat from the water to somewhere else and you get ice.
Using the same principles you could in theory drain the bodyheat from half of your foes to get the heat to combust the other half... Well, less than half due to needing more heat than one body can provide to ignite another one.
URR, Try decide upon one general principle/rule that dictates a magic type and from there you can start branching out with ideas that apply under said rule.
Yep; and while there WILL be horrific deaths out there, I think since you're likely to be fighting in a force much of the time, I'd like to keep combat realism high while trying to reduce the number of truly sudden, unexpected deaths. Somehow.
Sudden and unexpected deaths isnt necessarily unfair. If you go stand in the frontlines in a charge against giants you have yourself to blame. If one is standing in the back and directing ones forces there isn't much that would could happen and you can do a risk calculation simply.
Okay, So you were unfortunately standing in the wrong spot as a dragon swept over your forces, coughing fire. Or that catapult stone bounced one time too many and your character was provided with a rather modest gravestone.
But the thing is, you can dismiss the risk 99.9% of the time and if it actually happens... well, just don't fuck with dragons without a water barrel to hide in.
I see what you mean about water/ice. I think I'm interested in Hydromancy as manipulation of water (and therefore Pyromancy as manipulation of fire, and so on) more than explicitly weaponized versions. For instance, if you had a skilled Pyromancer in your force and you fought a Dragon, he might be able to bend the fire it breathed away towards a harmless location; similarly, a Hydromancer could calm an ocean, or try to wash a Kraken onto shore where it would be much easier to kill (Nethack style). And as you say; sudden deaths are fine if you're doing something daft, but the number of deaths when you take all appropriate precautions should be balanced so they aren't too common and annoying, but also not impossible, because otherwise every new foe you encounter will seem like a totally safe proposition.
It really depends on how you choose to define things. For example, if Water magic is defined as the ultimate control over H20, then all you're doing to make Ice is forcing it into a crystalline formation, which would also have the interesting side effect of shedding a LOT of heat, very fast. You could theoretically burn rain-soaked victims this way. Similarly, taking liquid water and forcing it into Steam would actually cool the target- this is the basic reason sweating cools you down. Counterintuitive, maybe, but true.
As far as using liquid water directly as a weapon, well, water is pretty damn heavy. Not dense, maybe, but if you can keep it from splooshing everywhere you've got a pretty effective whip. Water would also make a versatile shield- it can obscure or completely hide the wielder, or mislead enemies (through clever use of diffraction- ever try to stab a fish from above-water?), slow down and redirect projectiles, etc. And, what happens if you combine water and earth? You get mud, and presumably a hydromancer would have some influence over it, though maybe not so dramatic as using the raw element.
Sorry to run at the mouth there, this kind of conversation is my meat and potatoes
Don't worry about it, that's all really interesting! I think the water-as-shield idea is a really interesting one, but I think makes more sense for geomancy; perhaps the ability to raise and lower terrain, for instance, to both obstruct line of sight and provide tactical advantage. As you say, water could very easily knock people back and similar; I should probably start drawing up a list of ideas for each school...
If we're saying "ultimate" control, then don't forget how much influence you have over the weather. Enemy army on the march? Cast a spell that keeps the air around them nice and humid, and make sure no pesky clouds get in the way of the sun. Enemy general trying to give a rousing speech? Hide in the bushes and make his mouth so dry he can barely speak. Someone coming at you with a sword, but you don't want to injure them for whatever reason? Make their hand so slippery they drop the weapon. Your general went partying last night, but the forces of evil are nearby at 6 AM? Wake him up and instantly rehydrate him to get rid of the hangover.
I'm debating something very similar, which one could reasonably call 'tempestomancy' - ie control of weather. I'm sure if a lot of that wouldn't fall under hydromancy anyway, and some of it wouldn't be in sticking with a lot of the rest of the game, I think. I do like those ideas, but I think they're more of the individual-magic variety, not on the strategic level, though I do like the weather control/humidity one a lot!
True, watery mud might be controllable. But that all depends on whatever ruleset is being applied.
Perhaps the extent will be limited to just making the mud loose, or maybe you can't do anything because it falls under the domain of another type of magic.
Probably the latter, I think! Also, lastly, devblog entry appearing in a little while on the redoing of creature stats, and what stats creatures actually need to have in-game
- a lot of the stats I originally gave creatures are no longer relevant, and a lot of new things have gone on the drawing board since then, too...