I think my main concern with this is that due to the proc-heavy nature of our rotation, it's very easy to end up with imbalances of 1-5 MP that you can't easily undo, especially with small odd number differences; the only way to really control getting out of those is either to overcap or luck out. Not so hard to control early in a fight before you've had all your procs... but you won't be needing much MP at that point, will you.
An interesting thought, one potentially worth expanding upon and exploring for other bonuses even, but not for something so important as our MP gain.
Can't tell if serious or trying to be funny... but the intent of that bullet point was to highlight the last B/W elemental pairing we have left. Thematically it makes sense to pair the two being the closest "match" on each side, much as lightning is considered heavenly and generated by the interaction of hot and cold air, and heat is naturally generated under the intense pressure within the earth. Sort of a "Poseidon/Zeus/Hades" theme.Question:
Is Ice magic just Water magic that's cold?
Or is Water magic just Ice magic that's warm?
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But if that's a real question, Seraphor has the right of it within the canon. Conjurers/White Mages commune with elementals to manipulate surrounding matter for them, while Thaumaturges generate their own power to expel in the form of energy through arcane variations on physics.
"Ice" magic is more accurately "Cold" magic unrelated to water, which just so happens to freeze vapor in the surrounding air into solid form as a byproduct of its use before rapidly sublimating back into its original state (where Umbral Ice's ability to regenerate mana could be considered an endothermic reaction to this, directing energy inward to the mage to be expelled as fire and lightning), while Water magic is... well, water. Condensing and manipulating that vapor directly.
Hadn't thought about that before.




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