Arcane Wonders Forum

Mage Wars => Spellbook Design and Construction => Topic started by: Biblofilter on August 09, 2016, 09:42:13 AM

Title: Siren's Starting Spellbook
Post by: Biblofilter on August 09, 2016, 09:42:13 AM
Equipment:

1 Echo of the Depths
2 Leviathan Scale Armor
1 Ring of the Ocean's Depths
1 Ring of the Tides
2 Shoalsdeep Trident
1 Voice of the Sea

Conjurations:

2 Bed of Urchins
2 Coral Barrier
4 Shallow Sea
1 Swamp
1 Whirlpool
1 Wreck of the Viridian Lace

Creatures:
1 Blightheart
1 Deptonne Berserker
2 Deptonne Bloodshaman
1 Gerard Mantanga
1 Kraken
2 Merren Harpooner
1 Naiya
1 Shoalsdeep Crocodille
4 Shoalsdeep Trasher
1 Turghut
1 Water Elemental

Enchantments:

2 Ballad of Courage
2 Chant of Rage
1 Drown
2 Healing Madrigal
2 Hydrothermal Vent
2 Lullaby
1 Song of Love

Incantations:

2 Dispel
2 Dissolve
3 Lesser Teleport
2 Mending Wave

Attacks:

4 Swell
2 Tsunami

Title: Re: Siren's Starting Spellbook
Post by: Reddicediaries on August 09, 2016, 09:44:35 AM
Well, for starters all of the new attacks, creatures, and incantation!
Title: Re: Siren's Starting Spellbook
Post by: RomeoXero on August 09, 2016, 09:59:18 AM
Could you expand on Drown for me? I really want to know if that's what i think it is!
Title: Re: Drown
Post by: Biblofilter on August 09, 2016, 10:11:30 AM
Could you expand on Drown for me? I really want to know if that's what i think it is!

Drown                                 Enchantment Hydro   Water L2

2 / 1      0-2 Living Non-Aquatic Creature

Picture of armored guy gasping for air in water

Upkeep + X

"During the Upkeep Phase, Drown gains 1 Suffocate Marker. X = the number of Suffocate markers."

Will update with Suffocate rules.

Suffocate (Condition Marker)

This condition represent being strangled, choked or unable to breathe. For each Suffocate marker on a creature, or on a conjuration, enchantment, or condition attached to that creature, that creature has Life -2. The Suffocate condition only affects Living creatures. Each Suffocate marker has a removal cost of 2.

Title: Re: Siren's Starting Spellbook
Post by: Reddicediaries on August 09, 2016, 10:14:47 AM
Can you explain some of the songs?
Title: Can you explain some of the songs?
Post by: Biblofilter on August 09, 2016, 11:15:04 AM
Can you explain some of the songs?

Lullaby                    Enchantment                   Psychic, Song      Mind L1

2 / 3  q 0-2 Non-Mage Creature

Dissipate 2

"During the Upkeep Phase, roll the effect die. On a 7+ this creature gains a Stun Condition, otherwise it gains a Daze Condition."

-------------------------------------------------

Chant of Rage                Enchantment     Psychic, Song  Dark OR Mind L1

2 / X  q 0-2  Non-Mage Living Creature

Dissipate 2 * Unique

Chant of Rage cannot be revealed during the an Action Phase, When Chant of Rage is revealed, place a Hate token on one of your creatures. During its activation, the enchanted creature must melee attack a creature with a Hate token. If it cannot then it most move towards a creature with a hate token, if possible. When this spell is destroyed, destroy a Hate token in play on a friendly creature, if possible. X = enchanted creature's Level -1

-----------------------------------------------------

Song of Love                        Enchantment  Psychic, Song

2 / X  q 0-2 Non-Mage Creatures               Holy OR Mind L1

Dissipate 2 * Unique

"Song of Love cannot be revealed during an Action Phase. When Song of Love is revealed, place a Love token on a friendly creature. Enchanted creature cannot make a melee or ranged attack against a creature with a Love token. When this spell is destroyed, destroy a Love token in play on a friendly creature, if possible. X = enchanted creatures Level -1

----------------------------------------------

Ballad of Courage has already been spoiled.
Title: Siren Equipment
Post by: Biblofilter on August 09, 2016, 01:10:45 PM
Ring of the Ocean's Depth            Mana, Ring          Water L1

2 0-2 Mage

Water Mage Only

"Once per round, this Mage may pay 1 less mana when he or she cast or reveals a hydro or aquatic spell. Enchantments only receive this discount when they are revealed."

-----------------------------

Echo of the Depths          Horn, Instrument       Water L3

12 q 0-2 Mage

Spawnpoint * Siren Only * Epic

"While you control a song enchantment, Echo of the Depths gains Channeling +1. During the deployment Phase, it may summon 1 water creature. If Echo of the Depths would be destroyed by an opponent's spell or effect, prevent that destruction, unless your opponent pays 2 mana for each song+ enchantment you control."

-----------------------------------------------




Title: Siren Conjurations
Post by: Biblofilter on August 09, 2016, 01:23:43 PM
Coral Barrier                   Wall Passage attack * does not block LoS * Aquatic Water L2

6  q 0-1 Zone Border

4 dice d12 7+ Bleed      Piercing +2 Unavoidable

Extendable * Living

--------------------------------------

Swamp                               Terrain Aquatic, Swamp * Nature & Water L1

9 q 0-1 Zone

"Non-Flying, Non-Aquatic creatures in this zone gain the Slow and Unmovable traits, and lose and cannot gain the Elusive trait."

-------------------------------------

Whirlpool                            Hydro  Water L3

12 q 0-1 Aquatic Terrain

Dissipate 3 * Epic

"All non-Flying, non-Aquatic creatures in the zone gain the Restrained and Unmovable traits. During the Upkeep Phase, they receive 2 direct hydro damage. Remove all Burn conditions from creatures damage from Whirlpool. Uncontainable creatures are not affected by Whirlpool."

--------------------------------------------

Wreck of the Viridian Lace                     Ship, Wreckage

Zone Exclusive * Legendary

"While you have Initiative, all pirate creatures gain Melee +1 and Ranged +1".

Title: Siren non-song enchantments
Post by: Biblofilter on August 09, 2016, 01:28:54 PM
Hydrothermal Vent                   Hydro, Trap  Water L1

2 / 2 (red)     q 0-2 Zone

Water 5 dice d12 4-8 Daze 9+ Stun

"When an enemy creature enters this zone, Hydrothermal Vent must be revealed. Make the above attack, then destroy Hydrothermal Vent. The reveal cost is lowered by 1 if enchanting a zone with an aquatic terrain attached."

Title: Siren Attack Spells
Post by: Biblofilter on August 09, 2016, 01:35:22 PM
Swell                     Hydro Water L1

4 q 0-2 Non-Flying Creature or Conjuration.

ranged water 3 dice d12 7+ = Push  Extinguish, Unavoidable

---------------------------------------------------

Tsunami                Hydro Water L3

ranged zone water 3 dice d12 5+ Push  Extinguish, Unavoidable

"When Tsunami is cast, choose a direction, After the attack resolves, repeat the attack one zone farther away in the chosen direction. This continues until there are no farther zones. Flying creatures are immune to Tsunami."



 
Title: Siren Creatures
Post by: Biblofilter on August 09, 2016, 01:52:10 PM
Merren Harpooner                   Aquatic, Merren, Pirate  water L3

12

Armor 0
Life 10

Full ranged 1-2 4 dice d12 7+ Snatch

q melee 2 dice

-----------------------------------

Turghut                                     Pirate, Skeleton, Undead  Dark L2 & Water L1

11

Armor 0
Life 13

-----------------------------------

Shoalsdeep Crocodile                Animal, Aquatic, Reptile   Nature 2 & Water L2

15

Armor 3
Life 13

Quicksnap q Melee 4 dice d12 5+ Grapple
Death Roll F Melee 5 dice d12 4+ Bleed

Tough -2

"The Death Roll attack can only attack Shoalsdeep Crocodile's Prey."

-------------------------------------------

Water Elemental         Aquatic, Elemental, Hydro  Water L6

22

Armor no
Life 16

q Melee water 5 dice d12 4+ Push

Burnproof * Frost +3 * Hydro Immunity * Nonliving * Resilient * Unstoppable

"When Water Elemental Pushed a creature, after the Push it may immediately move into that creature's zone."

-------------------------------------------------------

Colossal Crab                                  Animal, Aquatic, Crustacean  Water L2 & Nature L1

13

Armor 5
Life 8

q Melee 2 dice d12 7+ Grapple
F Melee 4 dice

"During the upkeep Phase, Colossal Crab's prey receives 2 direct damage."

-----------------------------------
Title: Re: Siren's Starting Spellbook
Post by: Reddicediaries on August 09, 2016, 01:54:52 PM
does the pirate not have any attack?
Title: Re: Siren's Starting Spellbook
Post by: Puddnhead on August 09, 2016, 01:58:25 PM
does the pirate not have any attack?

Turgut's attacks:

Blighted Cutlass: Quick>Melee>3dice>7+ Rot

Flintlock: Full>Range 1-1>3 dice>piercing +2
Title: Re: Siren's Starting Spellbook
Post by: Reddicediaries on August 09, 2016, 01:59:05 PM
thanks! The water elemental looks amazing! What are the cards from the set that don't fit ethier mage? What about the trasher and the healing enchant?
Title: Re: Siren's Starting Spellbook
Post by: Reddicediaries on August 09, 2016, 05:14:22 PM
Pet crabs! ;)
Title: Re: Siren Attack Spells
Post by: Beldin on August 12, 2016, 02:15:55 PM

Tsunami                Hydro Water L3

ranged zone water 3 dice d12 5+ Push  Extinguish, Unavoidable

"When Tsunami is cast, choose a direction, After the attack resolves, repeat the attack one zone farther away in the chosen direction. This continues until there are no farther zones. Flying creatures are immune to Tsunami."

How does this interface with passage attacks on walls? Also what is the range of this spell?
Title: Re: Siren Attack Spells
Post by: Laddinfance on August 12, 2016, 02:34:50 PM

Tsunami                Hydro Water L3

ranged zone water 3 dice d12 5+ Push  Extinguish, Unavoidable

"When Tsunami is cast, choose a direction, After the attack resolves, repeat the attack one zone farther away in the chosen direction. This continues until there are no farther zones. Flying creatures are immune to Tsunami."

How does this interface with passage attacks on walls? Also what is the range of this spell?

If you're asking if you have to pay extra mana to push through passage attack, no you do not.
Title: Re: Siren Attack Spells
Post by: Puddnhead on August 12, 2016, 03:00:56 PM

Tsunami                Hydro Water L3

ranged zone water 3 dice d12 5+ Push  Extinguish, Unavoidable

"When Tsunami is cast, choose a direction, After the attack resolves, repeat the attack one zone farther away in the chosen direction. This continues until there are no farther zones. Flying creatures are immune to Tsunami."

How does this interface with passage attacks on walls? Also what is the range of this spell?

Tsunami is Range 0-1 and every push must be away from the caster.  If there's a wall in the way you push them through it in much the same manner as Jet Stream or Surging Wave.
Title: Re: Siren Attack Spells
Post by: Beldin on August 12, 2016, 03:12:58 PM

Tsunami                Hydro Water L3

ranged zone water 3 dice d12 5+ Push  Extinguish, Unavoidable

"When Tsunami is cast, choose a direction, After the attack resolves, repeat the attack one zone farther away in the chosen direction. This continues until there are no farther zones. Flying creatures are immune to Tsunami."

How does this interface with passage attacks on walls? Also what is the range of this spell?

Tsunami is Range 0-1 and every push must be away from the caster.  If there's a wall in the way you push them through it in much the same manner as Jet Stream or Surging Wave.

That's fair, also this is a similar push to Force Push, the caster choose direction, just as there ar emultiple pushes a single direction is chosen.
Title: Re: Siren's Starting Spellbook
Post by: Coshade on August 12, 2016, 03:43:55 PM
Just to clarify- you can choose any direction you want for any creature if the spell is in the same zone as the caster, but when it is one or more zones away from the caster the creature must be pushed away from the caster. It's important to note the zone that the caster is in may change in the middle of the spell and thus change your options on where you push creatures (but you cannot change where the spell tsunami is going).
Title: Re: Siren's Starting Spellbook
Post by: drmambo23 on August 14, 2016, 09:58:09 PM
Its a huge mana sink but a Pet crocodile sounds cool


Shoalsdeep Crocodile                Animal, Aquatic, Reptile   Nature 2 & Water L2

15

Armor 3
Life 13

Quicksnap q Melee 4 dice d12 5+ Grapple
Death Roll F Melee 5 dice d12 4+ Bleed

Tough -2

"The Death Roll attack can only attack Shoalsdeep Crocodile's Prey."
Title: Re: Siren Attack Spells
Post by: wtcannonjr on August 15, 2016, 05:19:55 AM

Tsunami                Hydro Water L3

ranged zone water 3 dice d12 5+ Push  Extinguish, Unavoidable

"When Tsunami is cast, choose a direction, After the attack resolves, repeat the attack one zone farther away in the chosen direction. This continues until there are no farther zones. Flying creatures are immune to Tsunami."

How does this interface with passage attacks on walls? Also what is the range of this spell?

If you're asking if you have to pay extra mana to push through passage attack, no you do not.
Does the Tsunami attack walls that it passes through as it moves along its path of zones?
Title: Re: Siren's Starting Spellbook
Post by: Halewijn on August 15, 2016, 08:40:36 AM
Just to clarify- you can choose any direction you want for any creature if the spell is in the same zone as the caster, but when it is one or more zones away from the caster the creature must be pushed away from the caster. It's important to note the zone that the caster is in may change in the middle of the spell and thus change your options on where you push creatures (but you cannot change where the spell tsunami is going).

Was it meant like that or just something that was overlooked?  :P tsunami's in general go in one direction. Sounds like something that could be clarified in the FAQ.
Title: Re: Siren's Starting Spellbook
Post by: Laddinfance on August 15, 2016, 09:19:11 AM
This was not overlooked. In the PVS Rulebook there is an entry specifically for Tsunami.
Title: Re: Siren's Starting Spellbook
Post by: Puddnhead on August 15, 2016, 10:06:17 AM
Just to clarify- you can choose any direction you want for any creature if the spell is in the same zone as the caster, but when it is one or more zones away from the caster the creature must be pushed away from the caster. It's important to note the zone that the caster is in may change in the middle of the spell and thus change your options on where you push creatures (but you cannot change where the spell tsunami is going).

Was it meant like that or just something that was overlooked?  :P tsunami's in general go in one direction. Sounds like something that could be clarified in the FAQ.

You never actually turn the Tsunami, but you can push things out of the Tsunami as long as you push away from the caster.  This is a function of the Push mechanic, not the Tsunami.
Title: Re: Siren's Starting Spellbook
Post by: Halewijn on August 15, 2016, 10:38:47 AM
This was not overlooked. In the PVS Rulebook there is an entry specifically for Tsunami.
Haha, glad to hear its not a mistake. I'll have to wait until it is available in stores here before I can read that then.  ;)