So, this is based on a topic that came up some time ago in the Dev+ forums. I wanted to set up a thread here so people could add their own suggestions. We're going to have weather in the future, and the dev team has promised it would interact with magic, but there are a lot of non-weather environmental factors, too. For example, Bushes and brush : they should be set on fire by Fire Magic spells, meaning that someone stuck in the bushes when targeted by an AoE fire magic will continue to take extra DOT unless he gets out of the area. This could also cause normal fire spells to have a large AoE and chain to multiple targets. While screenshoting the Vengeance event I saw a lot of brush area that would have been fun to see go ablaze when people used fire magic spells. People would have to get out of the area or continue to get torched. Cobwebs : they would also similarly set on fire. Wooden bridges : the would also be able to be set on fire. Also in Vengeance, there's an old wooden bridge where I think it would be fun if it could be set on fire. That way, during a PvP fight, someone would have to decide whether to brave the fire, or find another way around -- presumably down through the dry river bed -- and their opponent can set the bridge on fire intentionally to slow them down. Sandy and gravelly environments : here it would make sense if Gust not only blew wind, but kicked up dust from the ground. I know, being in deserts, that whenever there's any commotion that disrupts the ground, dust comes up. That's is also what leads to sandstorms. The effect of sand on Gust would be to blind anyone affected by the spell, similar to the Blind spell in the Sun Magic school. The Gust visual effects would also appear sandier. Water : being in water should cause lightning spells to chain and hit anyone in the water. So if two people are near each other in the water, hitting one with lightning will chain to the second person. Its would also be harder to miss. Fire DOT should either not occur, or should extinguish quickly while someone is in water. Someone who has a fire debuff and jumps in the water should also have it extinguished. Ice damage should be extra-effective, as it would freeze the water around the player and on his body. Also, as suggested by Themo Lock, being in water could set an extended "Wet" debuff which would last for a period of time after the player exits the water. That way, someone who just existed a stream would have some of the same vulnerabilities as someone who is sitting in a stream. Certain types of magic that use heat would remove the "Wet" debuff. Shadows : Moon Magic really needs to be able to track whether a person is standing in a shadowed area or not. A lot of play-spaces like arenas are open areas where a Moon mage can't hide except for dark shadows -- where his magic should work. Heat from magma: ice spells and water should have a greatly reduced to zero buff time.