So I've been mulling over the idea of doing some House Rule changes to some of the mages and a few of the underused or Never used spells. I'm going to start with Siren 1st since of all the mages I feel she might be the 2nd only to the Orc Warlord as far as needing an uplift.
Siren Rules AS THEY ARE.
120 Spellbook Points
30 Health (That is tied with the Druid for lowest health)
0 Armor
9 Channel
Training ALL Water / Pirates / Songs
Siren's Call: As a psychic song quick spell, the Siren may pay 1 mana to place her Siren's Call marker on target non-Mage creature within 2 zones. During its action phase that creature must move at least 1 zone closer to the Siren, if possible, and may not attack her. Return the marker at the End of their Action Phase. Friendly aquatic creatures also gain Melee +2. (This works fine not suggesting any changes here.)
Fermata: The Siren may extend an expiring song she controls by paying mana equal to is Level and placing a Fermata marker on it. The Siren my only have two songs affected by Fermata markers at a time, and each song my only be extended a maximum of up to 2 rounds.
Amphibious: The Siren gains Regenerate 1 while in zones with an aquatic terrain attached.
That is her entire Kit.
Sooo now the changes I'm going to be playtesting.
120 Spellbook Points
30 Health
1 Armor (I'm giving the Siren 1 Armor)
10 Channel (see below)
- So I like the idea of giving all mages 10 Channel base I think this is a good idea so understand this change is done for all channel 9 mages. <Save the Druid>
Training ALL Water / Pirates / Songs / lvl 1 Curses
Training in Curses which seems fitting. Too many of her songs are just outright ignored.
Siren's Call: No Changes
Fermata: No Changes
Amphibious: The Siren heals 1 damage at beginning of upkeep while in zones with an aquatic terrain attached. (This could easily be during upkeep for right now I'm trying beginning of upkeep.)
OKAY the biggest change. One of her primary features costs her anywhere from 4 to 6 Spellbook points depending on how you build the book.
Shallow Sea, I am wanting to changes this to an upkeep action much like the Druid and his vine tokens but keeping the Mana Cost. Minus any outside effects like the Ring of the Ocean's Depths which is usable more than once per turn anyways so it works well here.
Rising Tide: During the Deployment Phase, you may deploy a Shallow Sea within 0-1 zones of Siren and within LoS. You may not have more than 6 Shallow Seas in play at a time. Shallow Seas that are destroyed return to your Spellbook.
1. This means your action economy should improve as you now place the Shallow Seas during deployment.
2. You saves 4 to 6 SBP by not having to include Shallow Seas as Spells.
3. Shallow Seas are not spells they are like Vine Tokens so if they get destroyed you can just replace them. (I'll have to work on the wording for this.)
This is the initial outline if anyone playtests it let me know what you think.