Arcane Wonders Forum
Mage Wars => Spellbook Design and Construction => Topic started by: Biblofilter on August 09, 2016, 09:42:13 AM
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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
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Well, for starters all of the new attacks, creatures, and incantation!
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Could you expand on Drown for me? I really want to know if that's what i think it is!
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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.
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Can you explain some of the songs?
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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."
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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
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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
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Ballad of Courage has already been spoiled.
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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."
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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."
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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
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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."
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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."
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Wreck of the Viridian Lace Ship, Wreckage
Zone Exclusive * Legendary
"While you have Initiative, all pirate creatures gain Melee +1 and Ranged +1".
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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."
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Swell Hydro Water L1
4 q 0-2 Non-Flying Creature or Conjuration.
ranged water 3 dice d12 7+ = Push Extinguish, Unavoidable
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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."
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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
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Turghut Pirate, Skeleton, Undead Dark L2 & Water L1
11
Armor 0
Life 13
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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."
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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."
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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."
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does the pirate not have any attack?
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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
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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?
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Pet crabs! ;)
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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?
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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.
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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.
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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.
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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).
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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."
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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?
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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.
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This was not overlooked. In the PVS Rulebook there is an entry specifically for Tsunami.
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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.
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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. ;)