I'd like to see a mind spell called something like slow time. It would be a mage only spell and probably with a high mana cost. You could either play it as a quick spell in your final quickcast phase when you had the initiative this turn, and the effect would be that in the next round you keep the initiative. You could also cast it as a full spell, in that case right after it you could do two additional actions. So the mage casts it, and two of his creature could move/attack.
I would also like to see some insects. There are all sorts that would be cool. From bees, queen bees, to giant grass hoppers that can gain flying each turn they move, then lose it at the end of turn. A bombardier beetle would be very cool with only a zone acid attack.
very similar mechanic but the slow time would effect everything. probably for a higher cost and most likely a high upkeep
The rules state that you can cast equipment spells on other mages as well as on yourself, provided that the other mage does not already have an item in that equipment slot. This gave me an idea; cursed items.
Cursed items are cast like any other equipment spell, but they bestow negative effects upon the target mage who cannot simply remove them by casting an equipment spell of their own that uses the same item slot. Insted, the mage has to cast Dissolve or something similar to destroy the cursed item.
Some examples of cursed items could be:
(cursed boots): Wearer becomes Slow.
(cursed chest piece): Gives no armour bonus and wearer gains the Finite Life trait.
(cursed chest piece): Gives no armour bonus and wearer gains Lightning +2. (Other types could give other vulnerabilities.)
(cursed amulet): Gives the wearer Channeling -1.
(cursed amulet): Enchantments that have been cast on the wearer gain Magebind +2. (Except curses, which gain Magebind -2 instead.)
(cursed gloves): Whenever the wearer makes a non-spell ranged or melee attack, gives a chance for attack to miss.
Charged Spell shields that can actually attack. Like a lighting field that can zap an enemy that enters your zone.
How about spells or equipment that effect equipment. Like a scope for a crossbow...
Prismatic effects that can randomly change the damage, like fire ball into lightling ball.
Potions or other consumables.
Things that disrupt or cause mages to take care of before they can do a normal action. like a leprechaun pot of gold that invokes a mages greed and he must grab it, or dispel the effect, before he can continue his assault.
camouflage or some sort of invisibility or hiding spells...
different types of bolt for the crossbow (similar for arrows for a bow),
a better grip for swords,
new axe heads to do different damage,
or enchantments that target only equipment,
This game is often compared to Magic: the Gathering. Since creature in MW seems hard to kill, it would be awesome to see some dark spells (unless they exist already) like Diabolic Edict (Target Player sacrifices a creature) or Terror (Destroy target non-legendary, non-dark creature. It can't be regenerated).
I'm aware that I didn't play the game yet and maybe I'm completely wrong, but these would be super awesome.
Conjuration:
Gravity Orb - mind or arcane school
Zone exclusive
Target zone and target neighbour zone: All creatures in these 2 zones loses flying until they leave the zone(s). No creature can gain flying while in the zones.
Conjuration:
Gravity Orb - mind or arcane school
Zone exclusive
Target zone and target neighbour zone: All creatures in these 2 zones loses flying until they leave the zone(s). No creature can gain flying while in the zones.
Gravikor is essentially this except it is earth school. "Legendary and Epic/ All creatures withing 2 zones lose, and cannot gain, the Flying trait." It is a dice tower promo card so sadly I don't have it (yet). Granted I can see how wanting one in another school could be of benefit.
Conjuration:
Gravity Orb - mind or arcane school
Zone exclusive
Target zone and target neighbour zone: All creatures in these 2 zones loses flying until they leave the zone(s). No creature can gain flying while in the zones.
Gravikor is essentially this except it is earth school. "Legendary and Epic/ All creatures withing 2 zones lose, and cannot gain, the Flying trait." It is a dice tower promo card so sadly I don't have it (yet). Granted I can see how wanting one in another school could be of benefit.
i didnt know of this promo... there should not be 2 identical Cards in 2 different schools.
@jack smack, if you could imagine the grand canyon more like the mage pulling the arena floor apart and holding it there, giving that wall an upkeep cost. also make it immune to all damage apart from the elements which get + X(fire, earth, air, water cause corrosion or environmental damage).
Not sure if this has been mentioned yet, but I would really like to see a standard Shield and a standard Sword. Both would be War, equipment spells that would take up one hand. It would be cool if the Shield had some sort of tough -x effect against elemental attacks.
I am sure somebody has mentioned this, but I really want some freeze/ice themed cards.
I would really like to see a standard Shield and a standard Sword.
elemental tower
conjuration familiar, unique. zone exclusive spellbind. channel +1 (3 fire, water, air or earth), 16 mana
bind any non epic, non zone quick attack spell to elemental tower.
during the upkeep phase place a load token on the tower.
once per turn before or after a friendly creatures turn you may cast the attached spell if there are enough tokens to remove equal to the spells level, then remove those tokens.
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like thought spore you can't change spell
the mage will have to decide if he wants to spam lvl1 spells or use lvl 3 spells just to finish people off
it should be expensive enough so its not an insta add for all builds. and should cost enough mana to difficult in a rush build
what are your thoughts
Last, but not least. The Wizard's Tower rounds out our Spell Spoilers for the Conquest of Kumanjaro Expansion. Stay tuned this weekend to catch a glimpse of the Johktari Beastmaster and Malakai Priest Ability Cards!(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-frc3/2498_532973596738737_1309260166_n.png)
I always liked the idea that a trap card could summon a creature, it would give a true sense of invisibility
elemental -1 resistance, is the poor mans aegis 1
well technically elemental -1 would be the poor mans aegis 1 and tough -1elemental -1 resistance, is the poor mans aegis 1
Haha, kind of true :) Still it could have its uses,
Something to hinder or deny teleportation.
Teleport is good, its an auto include in every spell book. Its used on friendly targets, on opponents, on their creatures, on yourself, to destroy creature conjurations, to disregard the "slow" trait, to hop over traps.. put it on a wand! put it on a familiar! Its so good that when God himself interferes in the battle (Divine Intervention) its a freaking Teleport!
But I digress.. Id like to see a Trait that can stop teleportation and a card or two to hinder what is debatably the best utility function in the game.
Version 1: The basic friend or foe "hey dont teleport that" card.
Planer Anchor:
Enchantment or Conjuration (which ever, so long as it targets a creature)
Target Creature gains the "Anchored" Trait. Creatures with Anchored cannot be moved via Teleportation.
Version 2: The anti-"SlowLol CreatureTeleport-Spam" book card.
Warp Lag
Enchantment or Conjuration (again, whichever so long as it sticks to a creature)
If this Creature is moved via Teleportation, its action marker is turned face down when it enters the destination zone.
Version 3: Just a weird card idea
Portal of ____ (something named after a place in lore.)
Conjuration/Enchantment (targets zone), Legendary (to avoid confusion of multiple effects.)
Whenever any Creature is Teleported, it moves to this zone instead of its original destination.
Also, a semi-unrelated card because that would be useful, and is cool for Zelda fans:
Iron Boots:
Equipment
You gain the Immovable Trait.
If you took away the Holy Themed packaging, Divine Intervention wouldn't naturally strike someone as a Holy spell.I can agree with almost all of this, however how this card works with the special ruling that can "interrupt" it does feel to me as if the Hand of the Gods came down and wrapped the target (normally my mage) if the warm holy light and moved me to another point in the arena.
Why would it be arcane meta-magic? Poison is Dark and the Cure is Light. Teleport is Arcane, why wouldn't it's counter be it's opposite.
Give the Warlord creatures that are immune or resistant to Magic (Enchantments and Incantations) and effects (upkeep conjuration and pay to move conjuration) from enemy mage(s).
Or to make it thematic give him some sort of Magic Ward Conjuration that gives all dwarfs 50% spell resistance. (effect die +7 and they negate the spell from an enemy.)
Or a new trait similar to magebind for creatures - The enemy has to channel X more mana into a spell in order to target a creature with this trait.
I know that Flying has been avoided being available for mage's maybe a single turn Levitate could be used on a Mage?