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Rules Discussion / Re: Dancing Scimitar
« on: September 04, 2015, 07:28:00 PM »
Thank you very much!
--The IronLegionniare
--The IronLegionniare
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When you summon a creature, you are creating a magical representation of the creature. With creatures the Legendary, Unique, and Epic traits mean that you and/or the other mages are only able to have the ability to summon such a great creature in a limited fashion as dictated by the trait.
One thing I think mage wars has overlooked and I think still would overlook in the siren expansion is Frost, which brings me to another idea.
(no idea the name): He/She is an Ice wizard who can summon Ice elementals, Ice imps, and other Ice creatures. One of her special abilities would be frozen ground. Every deployment phase the mage may place a frozen ground token on a tile (like vines). all creatures on the tile gain slow trait. The mage may summon ice creatures to that tile. Ice creatures gain the fast trait on these tiles. if a creature is attacked on one of these tiles and damaged, It gains a chilled token, if it already has one, it gains frostbite and looses the chilled. chilled does not go away on these tiles. The frozen ground token will disappear after 3 turns. If a fire spell is used in the tile, cancel the spell and the frozen ground is destroyed, if a creature with a burn token goes in or passes thru, the burn is destroyed and one turn is removed from the tile. Chilled: melee attacks on this creature add 1 dice to the roll. The creature gains the slow trait. The marker is destroyed after on turn if the creature is not on a frozen tile. Frostbite: melee attacks on this creature add 2 dice to the roll, 1 dice to all ice spell attacks. creature takes 2 damage every turn. If a creature has chilled and gains a second chill, destroy both chilled markers and replace with frostbite.