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Mage Wars => Mages => Topic started by: Hekireky on August 04, 2012, 06:37:59 PM

Title: Mages that you would like to see in the game
Post by: Hekireky on August 04, 2012, 06:37:59 PM
With the game not even being released yet, we already know that there will be 4 types of mages: Warlock, Priesteress, Beastmaster and Wizard. However, if you are like me, you always have a craving to see or learn more. So I decided to start a topic in which we could discuss about mages we would like to see in the future of this game. You could describe the type of mage you would like to see, maybe offer a few examples of his cards that he would specifically use and of couse define his playstyle.

Alright, let me start first -

Since warlock is a straightforward hitter, priesteress is a turtle-like, beastmaster buffer and mob-like and wizard the subtle-like, I would like to see someone who would offer something important in exchange for something powerful and thus I present :

Blood Mage

His playstyle would be mixing mana with health points. For example, to summon a sloth demon (the weaker one), he could use it as his full-cast action with range 0 - 1, who would later, by feeding on his masters health, grow into a greater form and become a formidable threat to the opponent and his minions. The Blood Mage would somehow be able to generate his health back in the upkeep phase, for e.g. via Blood Crystal, which returns him 4 health points if he casted dark magic on his previous rounds and 2 health points if he didn't.

Yes, that would put the mage at stake of being killed more easily than any other magicka-wielding being, but the cost of his blood and mana, would really create something threatful. I would consider this for an expert player, not a begineer, because watching and manipulating two of your valuable resources to become the winner is a bit more challenging.

I have like a ton more ideas, but I will just post on more quickie, before this turns into a wall of text and thus I bring forth thee :

The Gray Wizard

I mean we all liked Gandalf (if you don't know who he is, go watch Lord of the Rings trilogy), because he turned from Gray Wizard to White Wizard. I also read some literature about gray wizards and they seem to be really good at two types of schools : Holy and Dark. And that would be my idea.

His ability would be to shift between two of his forms : Black Wizard and Dark Wizard. Switching between these forms would be costly and possibly you could think of some kind of cumulative resources that you would need to achieve to do so, but the concept behind his forms would be that he would have to spend less for those spells that would belong to his current form and those spells would be even more powerful. For e.g. a healing spell would normally return him 4 health points and cost 4 mana, but with White form, it would cost him 3 mana and would heal 6 points of his health and so on.

Really, these are just ideas and I hope people will share them here, because I am interested in hearing more interesting theories about mages you would think about that would seem cool.
Title: Re: Mages that you would like to see in the game
Post by: SeerMagic on August 04, 2012, 07:27:34 PM
Necro
Shaman
Assassin (what ever the mage version of that is)
Mesmer
Title: Re: Mages that you would like to see in the game
Post by: C0ntAct HiGh on August 04, 2012, 07:31:55 PM
I think a telepath would be great.  Someone who could essentially look through an opponents spell book, maybe see and react to the two spells picked for the round, and maybe be able to cast illusions of creatures in an opponents spell book.  Maybe in the end game even be able to influence an enemies use of their quick action!
Title: Re: Mages that you would like to see in the game
Post by: Klaxas on August 05, 2012, 01:07:06 AM
i have been thinking a lot on this.

Elementalist  essentially no major schools of magic but knows all the minor ones.  master of the elements.  i mentioned this on BGG and they said they have one in the works.  sounded cool.

Elemental Savant:  where the elementalist masters all elements, the savant focuses even more strongly in one element.  so pick and element, they cain resistance to that element (probibly -2, immunity would be too powerful i think) also all other elemental schools would be restricted (3 times spell cost)  i would like to see the savant gain another ability based on the type of element she uses, or maybe pick a wall of her element and she has a supply of 3 identical walls of her element that dont cost spellbook points and are always returned to her spellbook (rather than discarded)  or something else element based these are just ideas.  maybe an ability to shapeshift into an elemental of her type.   maybe a basic ranged attack of her element. maybe like the mage but with slightly better mana cost and with a status effect.  sorry lots of ideas here.

Druid.  also one mentioned that is comming up.  i hope they can shapeshift.

necromancer-this one is just so obvious i know its comming already

Time Mage-  no idea how this one would play but i love the idea.

hmmmm have to think more on this.
Title: Re: Mages that you would like to see in the game
Post by: 1unatic on August 05, 2012, 02:46:34 AM
Awesome ideas guys!  As mentioned, some of these mages and concepts are already in the works.  It's great to see so much enthusiasm for the game's future growth before we've even hit shelves!

I am currently designing the ability sets for the 2 new mages in our upcoming expansion:
The Force Master (mind magic) and the Warlord (war magic)!

Once these mages enter the arena, each primary school will have a mage to represent it.

If you have any thoughts on what you might like to see in a Warlord or Force Master, feel free to share them with us through this forum - I will read every last post (even if I don't respond directly).
Title: Re: Mages that you would like to see in the game
Post by: Hekireky on August 05, 2012, 04:22:24 AM
So I read Klaxas post and you mentioned you would like to see a Time Mage. Well, as far as I know how would he work, I once played this game on PC, called Spectromancer, which was also a game about mages and spellbooks, it worked really great, it had a really small community and I was pretty happy about it. Besides that, there was a class called Chronomancer, which in other words - Time Mage. The idea behind him was, that he could cast more times than the others, he would get more turns than the others and overall, he would be faster than you (in terms of turns).

So a Time Mage, for example, could make your opponent skip ready stage, a spell would be called Time Rift or something. He could get double action phases on his creatures or on himself, the spell would be called Haste. It is just a matter of your own imagination and of course BALANCE (which for the most, will cut your wings and drop you onto the hard and harsh floor :D ).

To 1unatic,

What I would love to see is Warlord to have some kind of magic banner, which could influence all the creatures in the game, e.g. give all of them +2 attack dice. Or field cards would be nice, such as a Underground Energy Cave, which on every creature that stops by, gets his hp healed by a number.
Force Master could have some kind of Voltaric Shield, just like the wizard has, but instead of preventing damage, anyone who would damage him in melee with his shield on, they would be knockbacked by 1 or 2 space. That would be annoying I guess for something, that uses melee, because to catch a Force Master, who will constantly knock you back will be rather hard and punishing :)

P.S. If you would like to check out the game - http://spectromancer.com/ (in the upper right corner, turn on the english language by selecting the EN flag)
Title: Re: Mages that you would like to see in the game
Post by: Dragkin on August 05, 2012, 04:53:57 AM
I liked that Blood Mage a lot from above. Paying HP for mana is a pretty good mechanic that I like in some of the classes of other games. I could see a lot of abilities for this - I see it as really having abilities that require you to lose life, but also have lots of abilities to gain life to. Really like a mix of Holy magic with dark magic in a way.

I think a Storm Mage would be pretty good, actually. Specializes in water and wind magic, he could even have  a spell that sucks all of the opponents creatures and such into one zone. There's a tone that could be done with that.

I also like the idea of a shapeshifter. They can shift into special forms that give them different abilities and such, so you can take on a lot of different strategies based on what form you want to be in.  They would probably be a nature-based mage.

Lastly, I think a mage that works by pushing mana into spells to create bigger effects would be nice. His spells could have a different effect based on how much mana he puts into the spell, and so creates a very different playing experience.

Really, the game lends itself to a lot of very different ideas. There could be almost a limitless degree of possibility with new mages.
Title: Re: Mages that you would like to see in the game
Post by: 1unatic on August 05, 2012, 05:26:56 AM
I agree, the concept of blood magic has much untapped potential.  We actually tried to integrate this mechanic during playtesting through various spells such as ‘Dark Pact’, which would grant a large amount of mana up front in exchange for an even greater loss in life to be paid back over time.  Unfortunately, this particular spell did not make the cut for the initial spell list at release.  However, you can expect to see spells, mechanics, or perhaps even a mage that makes use of blood magic in the sets to come!
Title: Re: Mages that you would like to see in the game
Post by: Dragkin on August 05, 2012, 06:08:26 AM
I love the idea of the Warlord actually. I was thinking maybe a kind of ability that he could make multiple attacks that get progressively weaker (like the first target he rolls 3 dice, then the second he rolls 2 dice and so forth). I also think the Warlord would be awesome if he had some kind of bashing type ability - he can knock somebody from one zone to another (like Force Push) and then have an ability that allows him to rush into them and stun them or something. I'd also like to see him interact with soldiers and such in a more tactical feeling way, kind of card to explain. Like, maybe his soldiers could create a temporary debuff on the target so that any subsequent attacks become better, stuff like that.

As for the Force Master, I think it'd be cool if they could create clones of themself. Each clone acts as a prescencence on the field for casting quick actions, but when they are targeted by an attack you flip it over to see if its the real one or not. I think that would be great and create a lot of interesting mind games for this caster.
Title: Re: Mages that you would like to see in the game
Post by: PGrande on August 05, 2012, 10:36:54 AM
If there aren't going to be new magic schools, I think the new mages could be a combination of the existing ones.

Druid:  Nature/Air. The pacific counterpart of the beastmaster. The Druid strategy is to summon immobile plants and different conjurations that would do the job for him. Not all will be peace, if he needs to, he'll transform into a brutal beast able to shred his enemies but unable to cast spells.

Swordancer: War/Mind. A movement mage that can deal damage around him, beating enemy creatures and mages with his equipment and tricks. He'll have low HP but will be able to avoid and dodge damage.

Nightmare: Dark/Mind. This guy is evil. He'll find the weaknesses and fears of his opponents and exploit them, making them run away, unable to move or to do any damage. He can search through your spellbook for your worst nightmare: your biggest creature turned against you.

The Judge: Holy/Dark. He knows about the good and the evil and he'll use both in his favour. This mage can send the divine or dark forces to punish those who think different from him. His strategy will be based on retribution, if your opponent does that, then he'll suffer this, making him follow your plans to their inevitably lose.
Title: Re: Mages that you would like to see in the game
Post by: Arcanus on August 05, 2012, 10:49:09 AM
Wow!  Those are great ideas!

I can picture a legendary blademaster. He can parry melee attacks very easily - getting 2 Defenses per round with his swords.

Nightmare - very cool!  Love the concept:  He can peek into the enemy spellbook, to use their spells against them as if reaching into their mind to find their fears
Title: Re: Mages that you would like to see in the game
Post by: Mgrancey on August 05, 2012, 02:19:55 PM
Blue Mage/Mimic: Mind Water -- copies attacks and abilities of conjurations and summons.

Illusionist: Mind Air -- deception based, false images sent out as tokens, have to attack or something to reveal truth or fake mage or summon. Double sided tokens, marked as illusion or real upon successful attack. Nasty nasty combo if there's also an invisibility spell. Mwahahahaha!  There's probably something like this in the works already.

Time Mage: instead of More actions, he can recall spell from the past? (Pull one out of a discard pile) or capture one as it is cast and release it later.

Artificer: War/ Earth: Focuses on enchantments and magical items, aggressive close combat mage.
Title: Re: Mages that you would like to see in the game
Post by: Klaxas on August 05, 2012, 03:47:03 PM
the artificer might be similar to the warlord thats in the works for the first expansion.  maybe not though not sure how the warlord plays
Title: Re: Mages that you would like to see in the game
Post by: Dragkin on August 05, 2012, 06:54:22 PM
I think an artifcer, to make it different from a warlord, could be good to have it based on a ranged way of combat - using guns and stuff. Also be great if they could set up like some kind of turret or something, that has a ranged attack but can not move and such. It would be a great counter to the warlord, who would be pretty much the same schools, and create an interesting match up.
Title: Re: Mages that you would like to see in the game
Post by: Klaxas on August 05, 2012, 09:20:25 PM
i love the idea for a turret type card.
Title: Re: Mages that you would like to see in the game
Post by: Dragkin on August 06, 2012, 01:16:24 AM
Here's a couple of other different ideas for mage's I was thinking today:

The Geomancer - Earth based mage that uses the very earth itself to devastate and destroy his enemies. He can cast an earthquake in a zone, dealing damage to everybody there and causing a debuff to be placed on them. He can create different crystals in a zone that he can use to channel his spells through and enhance them - for example, the Pyrius Crystal would add a possible burn effect to any spell that's cast through it and such.

The Lich Lord - A Dark magic based mage. An covert agent from the Bog Queen herself, she specializes in a special kind of curse - diseases. Diseases spread from creature to creature when they come into contact with them (same zone). They also have special diseases which add different zone wide debuffs. Her creatures are all plaguebeasts that carry different diseases or affect them in different ways.
Title: Re: Mages that you would like to see in the game
Post by: Klaxas on August 06, 2012, 04:58:22 AM
love this idea  both actually
Title: Re: Mages that you would like to see in the game
Post by: Hekireky on August 06, 2012, 01:31:11 PM
Just a quick drop in here to add one of the classes people almost always entirely forget that they have the most important connection towards magicka,magic or mana :)

The Alchemyst/Alchemist

Very nature of magic is to give something in order to see/receive/cast or do. We call it mana, power, ki. Alchemysts like to think it is called alchemy, because it's purpose is the study of one one objects transformation to another. Mana turns into something fiery, cold or hard, that is able to soothe/damage or scare you. It is really a very broad scope of how to describe him, but I would like to think, that Alchemyst would  be trained in all the magic schools :) He could have enchantments, such as Water Transformation, when revealed, would turn any hostile water magic that is targeted towards you or your creature to be made into a healing spell. Or a simple Beastmasters enchanment that grants strength to his creatures, would be turned into flames, that would set them on fire (that sounds like a bad prank). Maybe I made too powerful by making him trained in all schools. But the basic concept of him would be the mastery of spells. Of course, transforming them would require precision and really great insight of how the opponent plays, but this really invite both players to battle it out into a game of deception :)
Title: Re: Mages that you would like to see in the game
Post by: Dragkin on August 06, 2012, 07:43:57 PM
The Storm Lord - Based around Water, Lightning and Air based attacks. The Storm Lord represents the power of the Westlock navy, the Storm Lords defend the nation's coasts and seas from possible attack and always on a call for when their kingdom needs an assault by sea. With their magics they can flood different zones, making it that only special units with swimming or flying can enter that zone. Their wind magics can push and daze the enemy while their Lightning magic can be used to strike many enemies at once or to cause other problems for them. Their creatures are creatures of the sea and sky, summoning powerful kraken's and mighty griffons to their cause.

Being soldiers of Westlock, they also would have some synergy with knights and such as well.
Title: Re: Mages that you would like to see in the game
Post by: Proof on August 12, 2012, 01:27:11 AM
The Corruptor.

A mage specializing in both Dark and Nature magic. They use natures unending life energy as fuel for their dark spells. A corruptor will summon good natured beasts of the wilderness, and use dark enchantments to twist and transform them into vicious killers.
Their magic also wreaks havoc on their opponent’s creatures and equipment. If it can be created, it can be corrupted.

They would essentially have a lot of enchantments that give powerful bonuses to creatures that are not of the dark school. And spells that conversely severely handicap opponents creatures by reducing their battle stats and depriving them of special abilities.
Their spells can also weaken equipment and add curses to them when used.

This mage would be a dark counterpart of the Beast master.
Title: Re: Mages that you would like to see in the game
Post by: T_Hess on August 17, 2012, 05:28:50 AM
While thinking of cool spells. I thought about a mage that specializes in disrupting stun, daze, burn....effects. etc... and causing them to be placed from your mage/summons to your opponents mage/summons.....
Maybe this could also go into a Mage that specializes in reversing opponents spells against them. Idk what I'd call it but sounds cool.
Also maybe allow this mage to add effects to it's summons attacks. like an enchant that adds burn to targeted summons attacks....
Opinions?
Title: Re: Mages that you would like to see in the game
Post by: yummypie on August 26, 2012, 05:43:37 AM
Paladin - War/Holy
He could also have some attack spells that represent his melee sword attack and some equipment could be different magic swords
Title: Re: Mages that you would like to see in the game
Post by: theduke850 on August 26, 2012, 08:20:11 AM
Don't know if it is to late for this or not, but for the Warlord I would like to see a lot of conjurations of machines of war such as a catapult with ranged attacks or something akin to battle forge but with attack spells or landmines. and also summoning a lot of low level solders and boosting them with a field general or an ability to promote (similar to the beastmaster's ability to make pets).

don't have any ideas for Force Master, still don't own the game and I'm not too familiar with Mind School.
Title: Re: Mages that you would like to see in the game
Post by: Alec on August 26, 2012, 10:20:28 AM
Quote from: "theduke850" post=774
Don't know if it is to late for this or not, but for the Warlord I would like to see a lot of conjurations of machines of war such as a catapult with ranged attacks or something akin to battle forge but with attack spells or landmines. and also summoning a lot of low level solders and boosting them with a field general or an ability to promote (similar to the beastmaster's ability to make pets.


This is one of the best ideas I've read. Ballista's catapults footmen archers calvary... Sounds like a wicked fun Mage!
Title: Re: Mages that you would like to see in the game
Post by: Klaxas on August 26, 2012, 10:46:26 AM
well i know the forcemaster and warlord are still going through final testing so we will see.  from what i have heard i believe the warlord does have siege engines.  and i believe they had his picture up at gen con, he was an orc and looked pretty killer.
Title: Re: Mages that you would like to see in the game
Post by: Alec on August 26, 2012, 12:10:30 PM
ETA on release?
Title: Re: Mages that you would like to see in the game
Post by: Klaxas on August 26, 2012, 10:18:08 PM
i think i heard novemberish but i cant recall for sure.  probibly depends on how well testing goes and if they have to change anything
Title: Re: Mages that you would like to see in the game
Post by: Shad0w on August 27, 2012, 09:35:20 AM
Quote from: "Klaxas" post=787
i think i heard Novemberish but i cant recall for sure.  probably depends on how well testing goes and if they have to change anything


Correct it is in testing currently have not seen an issue yet. Remember we have to check every spell and ability for balance and flavor. As far as new mechanics I cant make a comment until it is done officially.
Title: Re: Mages that you would like to see in the game
Post by: Scarob on September 12, 2012, 02:53:07 AM
Well I'v briefly looked through this topic, and enjoy the ideas of all mention so far, here's what I'd like to see without repeating what others have posted on here:

some sort of angel mage - main ability is flying, but has comparatively less mana generation but uses holy magic, also blessings which are enchantments that can only target friendly creatures

a daemon mage - similar to the angel mage but uses dark and fire magic, and have enchantments that target creatures that he can cast through, maybe with the curse type spells that's been floating around (curses could only target enemy creatures)

a sea based mage - sea creatures, would require converting the arena into a sea like terrain (zone at a time, specific spell or set of spells that flood a zone) gives all land creatures -2 combat penalty when in the sea zone, flyers unaffected, sea creatures would recieve a -3 penalty when fighting on land and not a sea zone, sea creatures would have less hit points due to weakish nature being water based life forms, however are cheaper to cast

a ranger - similar to the beast master but less creature intensive and more ranged attacks, maybe a basic ranged attack that gains +1 range to the attack to show their skill, spells would be bows, crossbows, magic arrows/bolts as an enchantment, as well as enchantments as traps etcetera.

and that's it so far, hope you enjoyed :)
Title: Re: Mages that you would like to see in the game
Post by: Scarob on September 13, 2012, 04:48:11 AM
another thought I've had is would there be cards available for male and female of the same type of mage? just so players can choose their mage's gender...just because they want to? I can't see it being too difficult as all it would be is to add another single card or two to each box?
Title: Re: Mages that you would like to see in the game
Post by: Klaxas on September 13, 2012, 09:25:23 AM
i for one think that is a great idea.
Title: Re: Mages that you would like to see in the game
Post by: fas723 on September 16, 2012, 03:03:59 PM
Maybe not a particular mage i'm thinking aboute, but rather a spell mechanic (note: haven't played the game yet). What about a mage who could evolve creatures. Like casting a small creature the first turn and in the secuond turn play a evolotion / mutation that requires the first creature to case. Like minor golem to stone golem, and later armed golem. I'm thinking this could be done in several steps and in different directions. Then the opponent has to deal with the smaller creartures to not get too powerful evolves at him later on, but then he will spend actions, spells and mana to destroy cheap creatures and will lose pace...
Title: Re: Mages that you would like to see in the game
Post by: Klaxas on September 16, 2012, 04:34:10 PM
so far there is no evolution/transformation/evolution mechanic in mage wars.  although i thought it would be neat to have a shapeshifter as a mage.
Title: Re: Mages that you would like to see in the game
Post by: paradox22 on September 17, 2012, 12:08:15 AM
I'd like to see a dark fallen angel mage that is attempting to redeem himself...  possibly with access to dark magic and holy magic...  I think that would be cool conceptually and visually.  : )
Title: Re: Mages that you would like to see in the game
Post by: Jake the Dog on September 24, 2012, 10:30:52 AM
Storm Mage: Lighting, Wind, and Rain Magic
Shaman: Spirit and Nature Magic
Conjurer: Summoner of Elementals, Djinnii, etc. Basically a Non-Beast Summoner
Technomancer: Maker of Golems, Artifacts, etc. (Guns too?)
Title: Re: Mages that you would like to see in the game
Post by: Jon.Ambriz on September 27, 2012, 02:28:51 PM
I love those ideas! Especially the Nightmare; just thinking about going through my opponents creatures and pulling out their worse "fears" sounds like a great and interesting play style.
Title: Re: Mages that you would like to see in the game
Post by: Scarob on September 27, 2012, 04:01:06 PM
the nightmare idea is one of my favourites so far :)

how about a mechanic of selecting a specific page in the opponents spellbook and card location to force them to discard that card or something?.... You: page 3, card 4, say bye bye...Opponent: NOOOO!!! MY THINGY!! XD
Title: Re: Mages that you would like to see in the game
Post by: Klaxas on September 27, 2012, 04:28:05 PM
lol unless that page was empty.  but then you would have to require people to put only one card per slot.
Title: Re: Mages that you would like to see in the game
Post by: Scarob on September 27, 2012, 04:34:14 PM
well there could be two levels of the card - a cheap one that gets discarded regardless if there was a card in the slot you selected and a higher cost one that returns to your had if you choose an empty slot. Well from my experiences of card holders having one card per sleeve is best otherwise the cards start to get ruined too quickly...however if people do choose to put multiple cards in one slot then the "discard from slot X" mechanic can discard them all XD.......or just one of them lol
Title: Re: Mages that you would like to see in the game
Post by: DocBelmont on September 27, 2012, 07:25:03 PM
I'd like to see things that modify the mages themselves.

Perhaps mages could "level up" or "advance" in some way. Training cards could be introduced to the game that could slightly increase basic statistics like Life, Armor, Channeling, or Spell Points...perhaps skill cards could make you more skilled with using certain types of spells.

Exempli Gratia: (mind you, these are just "ideas,")

Life Increase: Physical training has yielded a healthier, stronger body. (+2 to starting Life Points)
Meditation: Time spent in deep meditaion has increased your connection to the unseen world. (+1 Channeling)
Grimoire scribing: Finding a cache of lore is always exciting. You have expanded your spellbook to include these new spells. (+5 Spell Points)
Dragonfire Secret: Learning how to channel Dragon fire makes your fire spells more potent. (Fire Spells do an additional die of damage for an extra 2 Mana.)
Lore of the Dead: You've spent some time studying the forbidden lore of Necromancy. (Summoning Undead creatures costs 1 less Mana.)
Conjuror's Aegis: Ambient mana from the rift a summoner's summons can be utilized to form a shield around the creature. You have unlocked its secret. (Summoned Creatures have an extra 3 Armor. On each turn, this extra Armor is reduced by a point.)
Stormrider's Lance: You have studied the arcane science of conductivity, and can call more powerful lightning. (Mage's Effect die for Electricity spells are modified by +1)
Voltaric Shield Runes: your wizard has embroidered enchanted Voltaric runes into his robe, enhancing mana flow and strengthening his Voltaric shield. (The wizard's Voltaric shield damage absorb is increased by +2.)
Voltaric Rune of Power: Your wizard's Voltaric runes include the Mana rune, which converts woven mana into energy that can be absorbed by the Wizard. (The wizard gains 2 Mana whenever a spell is cast directly upon him after its effects have been resolved) [requires: Voltaric Shield Runes]
Voltaric Rune of [Damage Type] Your wizard's Voltaric Runes include the [Damage Type] Rune, and acts as a shield against this damaging element. (The Wizard gains [Damage Element -2] while Voltaric Shield is "on." [requires Voltaric Shield Runes]
Nature's renewal: Your mage has studied the lore of Nature which governs growth and renewal. You can now infuse yourself with healing energy whenever you cast spells of Nature. (Whenever you cast a nature spell, you may pay an extra Mana to heal one Life point.)
Asyria's Second Scripture: Your priestess has devoted herself to the second scripture of the chant of Asyria, which governs spiritual wholeness, and has been enlightened by its wisdom. (The Priestess reduces the removal cost of her RESTORE ability by 1.)
Loremaster of Voltari: Your years of devoted study of all of the collected Lore of the plane of Voltari has yielded secrets to great power. (ARCANE spells cast by the mage have their Mana cost reduced by 1.)
Wizard's Schooling: You have returned to the grand college of Wizards, and have mastered a new school of magic. (The wizard may choose an additional training from one of the following schools: [Earth, Air, Fire, Water, Mind])
Beastmaster's Communion: You have wandered the wilds for months, studying the harmonious elements of creation. (The Beastmaster may choose an additional training from one of the following schools: [Earth, Air, Water, Holy])
Demonblood Elixir: You have discovered and performed a ritual most foul; to infuse your very lifeblood with that of a demon! (The Warlock gains the trait Flame -2)
Arraxian Demon-binder: You have made a study of long-forgotten black magic rites, and have learned many true names of demons. (Demon summoning costs in Mana are reduced by 1.)
Blood Magic: You have wrested the secrets of Arraxian blood-magic, and have turned it to your own ends. (Mage may substitute Life points to cast a spell.) [Dark Mage only]

Again, these are just ideas. I like the thought of leveling up and improving your mage, and giving him unique skills.
Title: Re: Mages that you would like to see in the game
Post by: Klaxas on September 28, 2012, 11:37:02 AM
interesting ideas.  although i think these would fit great into a campaign idea rather than a core ruleset.  sounds like a lot of fun
Title: Re: Mages that you would like to see in the game
Post by: Shad0w on September 28, 2012, 12:37:34 PM
Quote from: "Klaxas" post=1491
interesting ideas.  although i think these would fit great into a campaign idea rather than a core ruleset.  sounds like a lot of fun


 Are you reading my mind? (http://magewars.com/jsite/forum/player-feedback-and-suggestions/1450-level-up-and-customize-your-mages?limit=6&start=6#1470)
Title: Re: Mages that you would like to see in the game
Post by: Klaxas on September 29, 2012, 01:59:12 AM
lol i must be
Title: Re: Mages that you would like to see in the game
Post by: ShamanX on October 04, 2012, 05:43:27 PM
Quote from: "Klaxas" post=63
Time Mage-  no idea how this one would play but i love the idea.


Madman with a box! Doctor Who style Time Lord!

Could cast a Police Box as equipment and teleport to any zone and remain off the board (like banish) for a certain number of rounds and get a complete life/mana regen. LOL

Also, what about a Hedge Wizard... Can use spells from any school... level 1 spells would be at regular cost, level two spells would cost regular cost plus 1, level 3 spells would cost double +2 and anything higher would be triple +3

Mage ability: This mage chooses one spell-type which can then be cast at a cost of one less mana per spell.
Title: Re: Mages that you would like to see in the game
Post by: Thunderfrog on October 05, 2012, 04:18:17 AM
@ 1unatic,

The Warlord sounds pretty close to the custom mage-archtype we use in store already. Basically weve given him a base armor of 4, a quick attack of 4 dice and d12 10+ stun, a full round attack of 6 dick + d12 8+ stun.  50 HP, 8 Channel, and the ability to Swap Equipment spells like a wand swaps incantations. Also, all equipment cards are considered Trained for him.

If this sounds strong, it is. He's a walking murderhouse. The drawback to him is that he can only have up to 80 points of cards in his deck and his mage traits are Trained: War School, Triple: All schools but Fire and Earth.
Title: Re: Mages that you would like to see in the game
Post by: gunthyr on October 06, 2012, 01:35:42 PM
I like the Technomancer idea.  A steampunk themed mage. Animate mechanical creatures, weapons things of that sort.
Title: Re: Mages that you would like to see in the game
Post by: wolf88 on October 12, 2012, 11:55:50 AM
The Hunter
War/Nature with abilities that buff her if she has no more than one creature in play

The Archmage
Versatile mage that can choose any two schools as trained, the others at triple cost, low powered special ability, lower life, slightly higher channeling (1 point more than the next lowest) more spellbook build points (140?)
Title: Re: Mages that you would like to see in the game
Post by: Tacullu64 on October 15, 2012, 09:22:34 AM
An Elementalist.

He can choose any one elemental school and use the first level spells of the other elemental schools as trained.
Title: Re: Mages that you would like to see in the game
Post by: kaisunset on October 16, 2012, 02:18:20 PM
From what I have gathered, each expansion will include two new mages with contrasting abilities or philosophies. Here’s my suggestion for such an expansion:

Spirit Weaver: “We are all part of the pattern. You are the threads and we, the weavers, will spin your story. For how can mere threads understand the part they are supposed to play in the greater design?”

Spirit Weavers from ancient legend and are rumored to be as old as the Gods. With the arrival of the Chaos Mages, they have come out into the open once more. While the Chaos Mage tears the pattern apart, the Spirit Weaver binds it together. The Spirit Weaver can turn your creatures to her purpose or summon transient creatures that attack immediately and then vanish. Her foe is never certain of the direction he will be attacked from next; it might even come from his own ranks!

Chaos Mage: “We come to you from a plane called Chaos. We come not to take your world from you, but to bring you into ours. Travel the void with us, free of the pattern, and forge your own destiny!”

The Chaos Mage is only partly in this plane. Dark and mysterious, his creatures can become portals into the unknown plane called Chaos, dragging weak or damaged monsters in that zone with them. When sacrificing his creatures in this all-or-nothing attack the Chaos Mage must exercise perfect timing, and any opponents must be on their toes to survive.
Title: Re: Mages that you would like to see in the game
Post by: Jake the Dog on October 16, 2012, 03:15:28 PM
Quote from: "kaisunset" post=2220
From what I have gathered, each expansion will include two new mages with contrasting abilities or philosophies. Here’s my suggestion for such an expansion:

Spirit Weaver: “We are all part of the pattern. You are the threads and we, the weavers, will spin your story. For how can mere threads understand the part they are supposed to play in the greater design?”

Spirit Weavers from ancient legend and are rumored to be as old as the Gods. With the arrival of the Chaos Mages, they have come out into the open once more. While the Chaos Mage tears the pattern apart, the Spirit Weaver binds it together. The Spirit Weaver can turn your creatures to her purpose or summon transient creatures that attack immediately and then vanish. Her foe is never certain of the direction he will be attacked from next; it might even come from his own ranks!

Chaos Mage: “We come to you from a plane called Chaos. We come not to take your world from you, but to bring you into ours. Travel the void with us, free of the pattern, and forge your own destiny!”

The Chaos Mage is only partly in this plane. Dark and mysterious, his creatures can become portals into the unknown plane called Chaos, dragging weak or damaged monsters in that zone with them. When sacrificing his creatures in this all-or-nothing attack the Chaos Mage must exercise perfect timing, and any opponents must be on their toes to survive.


With that in mind...:

- Shaman vs Technomancer: Primal Nature/Spirit Magic versus Steampunk
- Storm Wizard vs Druid?: two different sides of Nature; the Destructive Force and the Nurturing Force?
Title: Re: Mages that you would like to see in the game
Post by: ktype2 on October 24, 2012, 05:50:56 AM
I know that someone's already come up with a  Lich lord, but I'd also like to post my own ideas about a lich.

I want the lich to have a really small life (and since he is undead, having a finite life trait by default would make it better).

As for the spells, I think it would be awesome to have a mage with his OWN school of magic. This would also mean that he cannot use cards from other schools and vice versa. School of Forbidden arts may sound cheezy, but it may work for a Lich (sorry, I'm out of names here)

Some cards from his school of magic would also allow him to steal spells from his opponent's prepared cards. A good way to make up for his lack of school choices.
Title: Re: Mages that you would like to see in the game
Post by: photogasm on October 25, 2012, 10:11:59 AM
I'll cast my vote for a Chronomancer.

I'd like to see him have haste and slow effects (somehow), a time-based healing effect (maybe a regenerate or basic heal but of the time school; blinks in and out of time to before he suffered the wounds I guess), an actual blink of some sort, make it whatever kind of effect you want, a defense, a teleport, both.
Title: Re: Mages that you would like to see in the game
Post by: Gewar on October 25, 2012, 12:43:14 PM
I'd like to see some kind of Witch or Cultist.

She would specialise in Dark and Mind spells, but would have forbidden all Elemental schools. She would have low life and fighitng skills.
Like Warlock she could summon deamons and cast curses, but she would focus on mind controll rather than direct combat and attack spells.
She could have some ability focused on cursed items. Another one on charming.
She could have black cat familiar, which would cause bad luck on enemy creatures (something like daze).

I can't think of specific mechanics and I am not attached to those abowe, but I would like to see something in that theme.

Maybe even not Witch, but Faerie - more Ntature/Mind than Dark/Mind. Maybe both :)
Title: Re: Mages that you would like to see in the game
Post by: mitkosim on October 25, 2012, 01:43:04 PM
A Planeswalker would be cool too. Probably Arcane but his MO would be summoning extra-planar beings. Very powerful and not terribly expensive BUT with a steep Upkeep costs (I mean close to standard channeling values steep) so basically have to expend all your efforts to sustain them turn after turn. Alternatively those beings could have a variable upkeep and depending on how much you pay for them (so how much energy you focus on manifesting them in the arena) each turn they would change their stats and shift from stronger to weaker to stronger depending on your needs.
Title: Re: Mages that you would like to see in the game
Post by: tHeMaDoNe44 on October 26, 2012, 04:21:18 PM
I would love to see a Wild Mage type.

Basically a mage that is insane
Specializes is Mana spells only.
Base Mana: 10
Health: ?
Spell Book: More than average? (to slightly off-set the lack of a specialty school.)

His basic abilities could be that he casts all spells at 2 Mana less (Minimum 1), but must draw his cards randomly each round. Unused cards are recycled back into his Spell "Deck" (Book) each round.
Title: Re: Mages that you would like to see in the game
Post by: Kalidor2000 on November 06, 2012, 05:24:52 PM
I was thinking about a Wild Mage as well...
Something along the lines of, every spell he casts costs 2 less (to a minimum of 0) and every attack spell is +1...but, whenever he casts a spell he needs to roll 3 dice.  At least 1 critical side must be showing or the spell fizzles (return it to his/her spell book).

Obviously, this would need testing and balancing...I have no idea if these numbers are fair or whatever, but I like the nice bonus with the risk of things just not going off...
Title: Re: Mages that you would like to see in the game
Post by: bormBroodewer on November 07, 2012, 10:46:30 AM
I would like to see a Gnomish Mage!

This crafty, pint-sized finger wiggler would have MELEE DEFENSE against creatures >12 health.

Spellbook would be a hybrid between WIZARD "tricks" and BEASTMASTER "animals."
Title: Re: Mages that you would like to see in the game
Post by: Talamare on November 11, 2012, 01:23:28 AM
Warrior - War - All other schools are triple except for their equipments
Title: Re: Mages that you would like to see in the game
Post by: Crae on November 13, 2012, 11:31:01 AM
I know a Druid is already pared with the necromancer, but I think that a good counter to the druid and other nature based mages would be a Defiler.

The Defilier is a Mage who excels at warping and destroying natural creation, and most of his attack spells deal extra damage to living creatures.

Trained in dark magic, with nature spells costing triple, low life, 9 channeling, and regular spellbook, attack, and armor ratings.

Special ability 1: Aura of death. as a quick action, the Defilier can pay 3 mana to place a rot token on any one living creature in the arena. Alternatively, Defiler can spend a full round action to place 1 rot token on any number of living creatures within 2 spaces, must pay 3 mana for each rot token placed in this way.

Special ability 2: Twist creation. Once per round, when an opponent Mage summons a living creature, you may pay mana equal to the spell's casting cost plus the spell's level to Twist that creature. That creature instead comes into play under the Defiler's control, but gains the non-living trait (plus finite life and psychic immunity), -1 life per spell's level, and -1 attack per 2 levels, holy creatures take double the numeric penalties.

A few of his signature spells would be Envenom (low cost, low damage, good range, high rot chance), Pestilence Carrier (high cost, enchantment, place rot on one living creature, at upkeep it spreads to any living creature in range 0-1 of creature), and Temple of Ruination (med-high cost, spawn point, pay med-high mana to give each living creature in range 0-2 finite life trait and 1 rot token).
Title: Re: Mages that you would like to see in the game
Post by: Crae on November 16, 2012, 02:21:03 PM
Excuse me for the double post, but its been a few days since anyone last posted here.

Another fun Mage would be a take on the classic Tolkien Ranger archetype.

Ranger, trained in nature and war, fire and arcane cost triple. 120 spell book points, 9 channeling, medium health, no armor.

Herbalism: once per round, when the ranger cats a nature incantation or reveals a nature enchantment, the ranger can heal 1 point of damage.
Ancient Knowledge: once per round, the Ranger can dip into his pool of vast and ageless lore to learn the weaknesses of a creature. He can target any 1 non-Mage creature, pay mana equal to its level +1, and gain all of the following benefits against that creature: range +1, pierce +1, and armor +1.

Archer Training: the Ranger gains +1 ranged on all ranged non-spell attacks.

Arcane Arrow: ranger can pay 3 mana to make a full-action ranged attack of 3 dice. Archer training applies to this attack, despite it having a mana cost, but is not automatically counted in.
Melee attack 2

He would have some unique spells as well, like
Hunt Master's Bow: equipment, ~12 mana cost, regular attack full-action at 5 dice range 1-2, or special attack Snapshot quick action at 3 dice range 1-2, or special attack Volley full-action at 3 dice range 1-1 with triplestrike, Ranger only.
Fore Repel: incantation, X mana cost, push each creature in the zone except for the Ranger 1 space. Pay 3 mana for each creature pushed, must pay an additional 3 mana to push a creature through damaging terrain or walls.
Mysterious Ways: enchantment, 2/4 mana cost, mage bind +2, grant target creature the uncontainable feature.
Assassin Vine: conjuration wall, 8 mana cost, 12 life, fire +2, regen 2, does not block line of sight, passage attack, 2 dice attack, effect 4-10 incapacitate (or whatever it is that tangle vine does), 11+ incapacitate and daze, +2 melee vs. incapacitated creatures. Creatures who are incapacitated as a result of attempting (or being forced) to move through the assassin vine wall stay in the zone where they started their move. Creatures incapacitated by the vine can spend a quick action to attempt to escape, success on 9+.
Title: Re: Mages that you would like to see in the game
Post by: Hedge on November 16, 2012, 07:43:26 PM
One that can Smite Spammers
Title: Re: Mages that you would like to see in the game
Post by: wtcannonjr on November 18, 2012, 07:19:25 PM
I would like to see a Maze Master or Arena Master mage.

Training
Trained in one Elemental School of your choice. Special Training ability is All Conjuration Spells cost spell points equal to their level regardless of magic school.

Abilities
1. Can spend mana to move existing conjurations in the arena regardless of who owns them. Similar to teleport with moveable objects.
2. Can rearrange the shape of the arena by moving entire zones including the objects in the zone. Add zone tiles to the expansion that overlay the arena.

Specialized conjurations for this mage could be level 3 or higher in multiple schools making it expensive for another mage to put these spells in their spell book.
Title: Re: Mages that you would like to see in the game
Post by: baronzaltor on November 30, 2012, 02:09:04 PM
A few ideas come to mind

I think theres room for things like:

Lycanthrope:  Has ability/cost/trigger to toggle form.. wolfing out drastically altering mana and spell acess but becoming much more melee/health oriented, or even fully out of control.

"Monk/Jedi"- I use the term loosly, but inspired by a "jedi" style concept.. based around iconic style magic weapon that can deflect/redirect ranged attacks and cut through armor and such as obviously influenced by Lightsabers.  To further reinforce the Jedi feel, the deck/archtype would have basic recreations of "force" powers but could choose to be light or dark (holy/dark) for its other spell types (ie jedi/sith) at deck creation.  (much like the mage selects his element)

Vampire Lord: Count Dracula, Strahd, etc.  You get the idea.

A Lich style concept where the mage himself is invincible but his "weakness" is contained in a zone or conjuration or something on the board, and he loses if that is destroyed.

Dragon Lord:  Who doesnt love Dragons?

Reaver:  Gets more powerful as his health total gets lower and lower

Spell Theif/Doppleganger: works off of or immitates the opponents abilities and spells.

Elemental: Not an elementalist, but literally a Fire/Water/Earth/Air/nature/stone/Etc elemental. (slected at creation)

Ninja: Stealth mechanic of being able to play creatures face down like hidden enchantments, to turn himself facedown to "hide" use sneak attacks and subterfuge and neat ninja magics ala shinobi.  Lightfooted quick fighting mage with neat caltrop traps, smoke bombs,and ninja flavored equipment

Bard: charms and enthalls other creatures, etc.

Martyr/Guardian: based around taking damage and redirecting to himself on behalf of his minions to keep his creatures in the game doing things for him, rather than the traditional angle of creatures defending for the mage.


Other more traditional archtypes include:
Illusionist,  pretty self explainatory.  Illusions and trickery based

Enchanter, again self explainatory focuses on enchanting things

Artificer,  builder.. works heavily through crafted goods (equpiment) and things like golems and clockwork minions
Title: Re: Mages that you would like to see in the game
Post by: Hedge on November 30, 2012, 04:04:50 PM
baronzaltor have you played warlord in the past your terms used seem to draw predominantly from things in that game?


Hedge
Title: Re: Mages that you would like to see in the game
Post by: baronzaltor on December 03, 2012, 10:54:52 AM
Quote from: "Hedge" post=4864
baronzaltor have you played warlord in the past your terms used seem to draw predominantly from things in that game?


Hedge


I have not.
Title: Re: Mages that you would like to see in the game
Post by: pixelgeek on December 03, 2012, 11:52:18 AM
I would like to see a Mage that had no Channelling value, or a very low one, and instead built up Mana by undoing other spells, items and creatures to cast its own spells. Lots of Mana Drain effects, traps to "capture and rend" creatures and Zone Exclusive items that drew Mana from other Mages, creatures with Channelling or from Spells being cast in the Zone.
Title: Re: Mages that you would like to see in the game
Post by: Zapurdead on December 10, 2012, 09:58:55 PM
I like the Monk idea. He would be trained in the Holy and Mind school. He'd have a counterattack against melee attacks Also he'd have monk only cards like "Mana over load" (full spell) your monk loses his quick cast and Action next turn.   Gain +10 mana.  

and meditation chamber.  Zone exclusive conjuration.  During the channeling phase your monk gains +x channeling for every non-mage friendy creature in this zone.      

 Just some ideas off the top of my head.
Title: Re: Mages that you would like to see in the game
Post by: NovemberAdam on December 12, 2012, 04:11:29 PM
I like the idea of the artificer/technomancer.  Could build epic equipment, golems, possibly allow equipment for creatures?  One of his zone based summoning portals could be a portable workshop, and produces golems, or clock work spiders?

How about a Trickster type mage?  Specializes in illusions, teleportation and traps?
Title: Re: Mages that you would like to see in the game
Post by: Tokata on December 15, 2012, 09:58:13 PM
So there are two Types of mages i realy love:

Technomancers  (as already stated) - with steampunk magic e.g. clockwork golems, steam armor / weapon, and so on. If they fit in the story of your world - PLEASE bring them!!^^

Battlemage / Runemage - Dressed in an (Leather-)Armor, worn over a robe, with a cloak over his shoulder plates and with a 2-Handed sword or a glaive, ornated with various powerfull runes he is able to trained in arcane and warschool, specialised on takeing down mages. He could also be able to bind Spells to his Runeweapons to unleash them when the time is right. (So like enchanting /imprinting an instand spell on it, and after that use it e.g.while using a movment action (but not takeing the quick action of it - he uses up a full action to imprint something and later can release it for free))
His arsenal would include:
- Arcane Magic
-Battlemagic
-Counterspells
-(Unique-)Equipments
-(direct-dammage)-Attackspells
-Enchantments for Equipments
-Protective Spells against other magic.
Title: Re: Mages that you would like to see in the game
Post by: stahlwolle on December 26, 2012, 04:36:43 PM
I haven't played it yet, but I have some ideas.

Dragon Knight

Once a brave and loyal knight to Westlock, he went out to slay down the Dragon Goddess. But he got seduced and claimed by her. Now he fights for her reason. Equipped with dragon scale armor and the holy flame sword he can mount dragons he casts. He accepted to fight in the Arena to win more followers for the Dragon Goddess. Then, she can start her burning crusade to burn all non-believers. There are rumors that he is associated to Arraxian Crown.

The Dragon Knight is hybrid of War and Fire school. He has some special equipment spells that only he can cast and wield the flame sword.
He can cast a dragon he can mount and perform an special attack, that requires the dragon and the knight to be ready. They also can do normal individual attacks. While riding a dragon, he can only cast Incantations, Enchantments and Attack spells.
His second special ability can return fire attack spells from the discard pile for the cost of life points.
The Holy school cost triple while spellbook creation.

Another idea is a demon hunter, a hybrid of Arcane and War school.

Affiliated to Sortilege a powerful one man army, but he is low on casting creatures. Any creature spell cost him triple. His "only"-equipment can be powered with mana like the Voltaric Shield.
I thought about an special ability against the Dark school, but maybe to special and situational.
Title: Re: Mages that you would like to see in the game
Post by: omen20154 on January 27, 2013, 06:16:14 AM
I would like to see a Poisioner.. a true cross class of nature and dark.  

Also I would like to see insentatives given to people who use spells only in their school of learning... excluding equipment.   Mabye make it that if you have 2 primary schools of magic you only get 80 points in your spell book and if you ONLY use one school of magic then you get 140 points +5 channeling and can cast 2 quick spells per round. in addition to your full action.
Title: Re: Mages that you would like to see in the game
Post by: teroks on January 27, 2013, 03:00:06 PM
Magus. Spells like power words: Hold!, Death!, Paralyze!, Command (can control target unit) Etc... Quick casts, but with higher costs. Specializes to boost staff with different enchantments.

Necromancer. Spells like curses, animate dead, feing death, drain life etc

Shaman. Combines nature and elemental schools. Uses spirits as creatures too. Won't specialize that much on direct attacks and might introduce ritual style spells, which take two full rounds to prepare etc
Title: Re: Mages that you would like to see in the game
Post by: xJEDIx on January 27, 2013, 07:50:32 PM
:evil: NECROMANCER :evil:

And also an Alchimist, female.  B)
Title: Re: Mages that you would like to see in the game
Post by: residualshade on January 28, 2013, 03:53:29 AM
Arcane Warrior

Type: Creature: Human
Life: 34  Armor: 0  Channeling: 9
School(s):
Quote

Non-Creature Spells from War
Choice of Air, Fire, Water, Earth

Attack(s):
Quote

Basic Melee Attack: [Quick][Melee][Dice=3]
Arcane Zap:[Mana Cost=1][Quick][Ranged:0-1][Counts as an attack spell, may be cast once per round]

Abilities(s):
Quote

Combat Casting: The arcane warrior my perform a non-spell quick attack and a quick spell as one quick action.
Title: Re: Mages that you would like to see in the game
Post by: jcox2820 on January 28, 2013, 09:29:59 PM
"I'm not playing it, there's no Necromancer." - My Roomate.

But seriously, I would love to see gender variants of the mage cards. Also, I've thought it would be cool to have official, option miniatures to use on the battlefield in the place of the mage card.
Title: Re: Mages that you would like to see in the game
Post by: Sausageman on January 29, 2013, 07:21:38 AM
Quote from: "jcox2820" post=6814
"I'm not playing it, there's no Necromancer." - My Roomate.

But seriously, I would love to see gender variants of the mage cards. Also, I've thought it would be cool to have official, option miniatures to use on the battlefield in the place of the mage card.

I'm not sure why they didn't make the mages double sided - with a male on one side and a female on the other.  It would have fixed a lot of issues for those that like one gender over another.
Title: Re: Mages that you would like to see in the game
Post by: jcox2820 on January 31, 2013, 12:55:39 PM
Quote from: "Sausageman" post=6833
Quote from: "jcox2820" post=6814
"I'm not playing it, there's no Necromancer." - My Roomate.

But seriously, I would love to see gender variants of the mage cards. Also, I've thought it would be cool to have official, option miniatures to use on the battlefield in the place of the mage card.

I'm not sure why they didn't make the mages double sided - with a male on one side and a female on the other.  It would have fixed a lot of issues for those that like one gender over another.


To be fair, this game is quite cheap when you consider how many high-quality components there are. That probably would have increased their printing costs a bit.
Title: Re: Mages that you would like to see in the game
Post by: Drealin on February 03, 2013, 10:42:37 AM
The Alchemist:
A trickster, and master of potions.
He can make even the toughest of steel turn into soft gold, decreasing the damage of weapons, and causing equipment to have a chance of breaking when used.
Instead of making a wall, the Alchemist instead prefers the old, bucket above a door trick, only his bucket is filled with some kind of potion.  What is in the bucket is unknown when walking through the door, but after it is used it must be filled again with another potion to work again.
He also enjoys adding surprises to his, and his creatures, attacks.

Cards:

Transmute Equipment
Enchantment "Potion"
Reveal Cost: Equipment's casting cost minus 2.
Attach to an equipment card on another player, if that equipment has an attack, roll -2 dice.
Anytime you use that equipment for anything, including but not limited to, attacking, casting a spell, reducing damage or effects, or avoiding attacks, roll the Effect Die.  On a roll of 7+ destroy that equipment after use.

Mysterious Door
Conjuration "Wall, Potion"
Blocks line of sight.
You may only attach "Potion,Door" Enchantments to Mysterious Door.
You must reveal attached Enchantment when a creature walks through the door.

Slippery Gloop
Enchantment "Potion,Door"
Reveal Cost: 1
Can only target "Wall, Potion" Conjurations.
Roll Effect Die, 6+ Target is Incapacitated until the beginning of its next Action Phase, or until the end of the round, whichever comes first.

Darkfenne Drought
Enchantment "Potion, Poison"
Reveal Cost: 1
Can only target friendly Creatures.
You must, and can only, reveal this if this creature attacks and deals damage.
Roll Effect Die, 2-7 Rot, 8+ 2 Rot

Molotov Cocktail
Attack "Potion"
Zone Attack
3 Dice
Effect Die: 6+ Burn

These are just a few possible Spells, but enough to create an interesting foundation of how an Alchemist could work.
Title: Blood mage
Post by: DarthDadaD20 on February 06, 2013, 10:35:14 PM
I was thinking about a blood mage. A mage with the ability to pay with his own blood. Maybe in conjunction with or completely separate from mana. Basically a mage who can willingly take damage in place of mana to cast spells. I think it is a great idea and a concept that is already established in fantasy literature. It would add even more to the risk and reward aspect to mage wars and would be quite the unpredictable mage to play against. If I can get some comments I will work it through more, I had the idea while putting my son to sleep and would love some feedback!
Title: Re: Blood mage
Post by: DarthDadaD20 on February 07, 2013, 01:19:11 AM
I now see another thread with the same idea....also realizing that I should of probably posted this there, but I digress.  :pinch:  My version is much different the the one that I have seen so I will leave this up, unless a Moderator would like to move/delete this post which would be just fine.
Title: Re: Mages that you would like to see in the game
Post by: DarthDadaD20 on February 07, 2013, 01:54:36 PM
Enchantress: Can cast enchantments without paying the mana to play them face down.Or only paying 1) Or if thats a bit overpowered, how about if she plays them face up immediately after she plays them she ignores the face down mana cost.(effectively playing enchantments like lingering incantations) Or she could get a extra card during the planing phase as long as it is an enchantment. A special enchantment casting familiar? Pre-enchanted equipment? If I would think about it longer than immediately posting my ideas I'm sure I would have something great! :P
Title: Re: Mages that you would like to see in the game
Post by: Drealin on February 11, 2013, 12:24:55 PM
Quote from: "DarthDadaD20" post=7242
Enchantress: Can cast enchantments without paying the mana to play them face down.Or only paying 1) Or if thats a bit overpowered, how about if she plays them face up immediately after she plays them she ignores the face down mana cost.(effectively playing enchantments like lingering incantations) Or she could get a extra card during the planing phase as long as it is an enchantment. A special enchantment casting familiar? Pre-enchanted equipment? If I would think about it longer than immediately posting my ideas I'm sure I would have something great! :P


Fellela can cast enchantments.
Maybe she can pay the enchantment level +2 to reattach the enchantment face down instead of it being destroyed?
Title: Re: Mages that you would like to see in the game
Post by: DarthDadaD20 on February 11, 2013, 08:07:44 PM
Thats a good idea! Or maybe an ability that she could pay mana,once per turn, shift an enchantment to a different target.(Basically a MageBound shift enchantment ability) That would make the warlock think twice before casting Finite life! I Really like the idea of an enchantress!
Title: Re: Mages that you would like to see in the game
Post by: Drealin on February 15, 2013, 12:32:38 PM
What about a Mimic mage.
Once per round you can cast a spell from your opponents discard pile.
If your opponent casts a spell that you have in your spellbook, you can pull it out as another ready spell.
Title: Re: Mages that you would like to see in the game
Post by: shapeshifter on February 18, 2013, 05:30:28 AM
I echo the desire for an elementalist: speeding through the air, freezing targets, striking structures with lightning and fire, all while building a maze of elemental walls.

I would also like to see an enchantress with mind and nature training, who can charm, daze and stun enemies with compelling beauty and luring illusionary traps.
Title: Re: Mages that you would like to see in the game
Post by: Dre2Dee2 on February 21, 2013, 01:49:07 PM
We DEFINITELY need an Assassin - Traps, poisons, and teleports  ;)

A Silencer would be really cool to - just lots of magic reversing and spell absorbing  :)
Title: Re: Mages that you would like to see in the game
Post by: MrSaucy on February 23, 2013, 12:18:43 AM
Crusader: specializes in Holy and War spells; Dark spells cost triple. Wouldn't be an all out offensive or defensive mage but more of a healthy mix.

Dark Woodsman (stupid name, but just roll with the idea): specializes in Nature and Dark spells. You could summon things like undead animals and hideous creatures with effects like Tanglevine.

Druid: specializes in Nature and Arcane spells.
Title: Re: Mages that you would like to see in the game
Post by: MrSaucy on February 23, 2013, 12:30:58 AM
Correct me if I am wrong, but in the case that every Mage masters in two things, there are C(10,2) possibilities of Mages. That is (10!)/(2!8!), which is a whopping 45 Mages total! Granted, not all combinations could be cool, but that is a lot to choose from! There are so many different combinations it is exciting!

(btw I am getting the 10 from the fact that there are 6 major schools (Arcane, Holy, Nature, Dark, Mind, War) plus 4 elements (Fire, Water, Air, Earth) )
Title: Re: Mages that you would like to see in the game
Post by: baronzaltor on February 23, 2013, 12:35:03 AM
Quote from: "MrSaucy" post=7879
Correct me if I am wrong, but in the case that every Mage masters in two things, there are C(10,2) possibilities of Mages. That is (10!)/(2!8!), which is a whopping 45 Mages total! Granted, not all combinations could be cool, but that is a lot to choose from! There are so many different combinations it is exciting!

(btw I am getting the 10 from the fact that there are 6 major schools (Arcane, Holy, Nature, Dark, Mind, War) plus 4 elements (Fire, Water, Air, Earth) )


Some only get one school.

Priestess has only Holy (triple for dark)
Beastmaster has only Nature (triple for fire)
Force Master has only Mind (triple for creatures outside own school)

So getting 2 isnt implicit.  The tradeoff will often come in based on which schools, and their number of passive abilities and stat layouts.

Also, the Wizard introduces the concept of choosing one of his two schools which is interesting.   having somethign that gets to choose Light or Dark for a good or evil version would be cool, etc.
Title: Re: Mages that you would like to see in the game
Post by: MrSaucy on February 23, 2013, 03:21:11 AM
Quote from: "baronzaltor" post=7880
Quote from: "MrSaucy" post=7879
Correct me if I am wrong, but in the case that every Mage masters in two things, there are C(10,2) possibilities of Mages. That is (10!)/(2!8!), which is a whopping 45 Mages total! Granted, not all combinations could be cool, but that is a lot to choose from! There are so many different combinations it is exciting!

(btw I am getting the 10 from the fact that there are 6 major schools (Arcane, Holy, Nature, Dark, Mind, War) plus 4 elements (Fire, Water, Air, Earth) )


Some only get one school.

Priestess has only Holy (triple for dark)
Beastmaster has only Nature (triple for fire)
Force Master has only Mind (triple for creatures outside own school)

So getting 2 isnt implicit.  The tradeoff will often come in based on which schools, and their number of passive abilities and stat layouts.

Also, the Wizard introduces the concept of choosing one of his two schools which is interesting.   having somethign that gets to choose Light or Dark for a good or evil version would be cool, etc.


2 is not implicit, no, but I stated that there would be 45 possibilities ASSUMING that were the case. I am not quite sure how they would make another mage apart from the Wizard that focuses on 3 schools of magic, but I could be wrong. My point was this: there are a LOT of directions they can take future expansions!
Title: Re: Mages that you would like to see in the game
Post by: MrSaucy on February 23, 2013, 03:26:36 AM
Quote from: "baronzaltor" post=4862
A few ideas come to mind

I think theres room for things like:

Lycanthrope:  Has ability/cost/trigger to toggle form.. wolfing out drastically altering mana and spell acess but becoming much more melee/health oriented, or even fully out of control.

"Monk/Jedi"- I use the term loosly, but inspired by a "jedi" style concept.. based around iconic style magic weapon that can deflect/redirect ranged attacks and cut through armor and such as obviously influenced by Lightsabers.  To further reinforce the Jedi feel, the deck/archtype would have basic recreations of "force" powers but could choose to be light or dark (holy/dark) for its other spell types (ie jedi/sith) at deck creation.  (much like the mage selects his element)

Vampire Lord: Count Dracula, Strahd, etc.  You get the idea.

A Lich style concept where the mage himself is invincible but his "weakness" is contained in a zone or conjuration or something on the board, and he loses if that is destroyed.

Dragon Lord:  Who doesnt love Dragons?

Reaver:  Gets more powerful as his health total gets lower and lower

Spell Theif/Doppleganger: works off of or immitates the opponents abilities and spells.

Elemental: Not an elementalist, but literally a Fire/Water/Earth/Air/nature/stone/Etc elemental. (slected at creation)

Ninja: Stealth mechanic of being able to play creatures face down like hidden enchantments, to turn himself facedown to "hide" use sneak attacks and subterfuge and neat ninja magics ala shinobi.  Lightfooted quick fighting mage with neat caltrop traps, smoke bombs,and ninja flavored equipment

Bard: charms and enthalls other creatures, etc.

Martyr/Guardian: based around taking damage and redirecting to himself on behalf of his minions to keep his creatures in the game doing things for him, rather than the traditional angle of creatures defending for the mage.


Other more traditional archtypes include:
Illusionist,  pretty self explainatory.  Illusions and trickery based

Enchanter, again self explainatory focuses on enchanting things

Artificer,  builder.. works heavily through crafted goods (equpiment) and things like golems and clockwork minions


You are not the only one to come up with the idea of a Ninja/Assassin, but that sounds awesome to me! I know in most games I play (especially fantasy games) I always choose the stealthy character build. They could do something like you get a detection marker, with one side that has "hidden" and another that has "detected" to keep track of whether you are hidden or not. Perhaps you could even have something like a Defense but for detection. For example, say you have a Sneak "Defense" of 7+. This would mean the target you are sneaking up on would have to roll a 7 or higher to detect you. Otherwise, you get to do extra damage or something. If something like that happened, I would be stoked!
Title: Re: Mages that you would like to see in the game
Post by: Drealin on February 23, 2013, 12:25:32 PM
Quote from: "MrSaucy" post=7895
You are not the only one to come up with the idea of a Ninja/Assassin, but that sounds awesome to me! I know in most games I play (especially fantasy games) I always choose the stealthy character build. They could do something like you get a detection marker, with one side that has "hidden" and another that has "detected" to keep track of whether you are hidden or not. Perhaps you could even have something like a Defense but for detection. For example, say you have a Sneak "Defense" of 7+. This would mean the target you are sneaking up on would have to roll a 7 or higher to detect you. Otherwise, you get to do extra damage or something. If something like that happened, I would be stoked!

In the new Forcemaster vs Warlord expansion there is the Invisible Stalker, a creature with the new Invisible trait.  It gets an Invisible marker with two sides, one side it is Invisible and the other side it isn't.
Title: Re: Blood mage
Post by: Doctor taco on February 25, 2013, 08:47:32 PM
To quote Liz Lemon. " I want to go to there."

I love the idea.
Heck make him or her a vampire or sucubus.
Let them drain life to gain health.

Just no sparkling.
Title: Re: Mages that you would like to see in the game
Post by: codermike on February 26, 2013, 09:50:56 AM
I was thinking of a Corsair that is trained in Water and War. Capable of summoning deep sea creatures. Spawnpoint could be a ship.

Or maybe a Vampire trained in Dark and Mind. Light on the creatures but able to heal by doing crit damage. This Mage would possibly fit in a with a mechanic I've been thinking about where you can place a ready action marker of your own on an inactive creature if you hit it. Imagine the frustration caused by your opponent not wanting to use their creatures that are closest to you in case you turn them. You could remove the action marker during the next reset or leave it there for further hilarity :)

I also thought it'd be interesting to combine two of the minor schools to get some "adepts":

Air + Water - Typhoon/Storm Adept
Fire + Earth - Magma/Lava Adept
Fire + Water - Steam/Geyser Adept
Earth + Water - Mud/Swamp Adept
Air + Fire - ??
Air + Earth - ??

Finally, what about a mage who is themselves a construct/conjuration of some kind. A golem with no master. It could be triple for Nature school but trained in Arcane and War.
Title: Re: Mages that you would like to see in the game
Post by: knutenez on February 26, 2013, 09:06:32 PM
YES! Dragonlord. He could have dragon creatures that make him more powerful. Possibly a dragon he could ride.
Title: Re: Mages that you would like to see in the game
Post by: Skytale on February 27, 2013, 12:24:23 AM
How about a mage like:

Diviner / Seer. Trained in arcane school only, battle spells cost triple.

Special powers include the ability to flip through his opponents' spellbooks before the start of the game, and the ability to look at all of his opponents' prepared spells, bound spells, and face-down enchantments.
Title: Re: Mages that you would like to see in the game
Post by: Hey_Daralon on March 05, 2013, 03:08:08 AM
I have tons of ideas for mages. I'll probably type up an idea once every couple weeks or so. My first idea is a Dragon Knight, mostly inspired by a certain Fantasy video game series.

Dragoon - War (except creatures) and Fire are x1, Water is x3, everything else is x2. All dragons are x1 regardless of element.
A mage that can fight on his own. Most of his power comes from his equipment and the aid of his dragons, powerful creatures that also serve as steeds. Creatures with the Steed attribute can protect the mage riding it (if he chooses to). Moreover, whenever the steed moves, the mage moves as well and it doesn't count as a move action on the mage's part (but dismounting does) and can also make a ranged attack or cast a spell while riding. The Dragoon possesses the special ability to "jump" off of a steed and make an attack mid-flight for a dice bonus. This means that the dragon can move, drop off the Dragoon that makes an attack, then the dragon can attack a different zone, basically you had two units make a quick action simultaneously. The Dragoon is also interesting in that his basic attack is 0-0 ranged, not melee.

Dragons are expensive, both in SP and mana. Optionally, the Dragoon can summon a dragon egg for much less mana and when it hatches, you can deploy any dragon you want for free. The catch is that they are very fragile and take a few turns to hatch. Dragons are very powerful, most have Fast, Flying, Steed, and even Familiar, since they can play Attack spells that correspond to their element.

His equipment is mostly attack-oriented. He has a non-exclusive lance that can give a mage 0-1 ranged. His Dragoneye Charm gives him the ability to counterstrike even with a ranged attack as long as his attack would normally hit the target. Normally when a flying steed is killed, the mage takes big damage from the fall, but with the Dragon Boots, our hero always makes a safe landing.

He has a few other tricks as well. The Dragon Soul enchantment gives the target a free counterstrike upon death. Painless turns all critical hits on the target into normal hits. High Jump is a cheap incantation that moves a target up to 2 spaces away and gives them an attack bonus (even higher against flyers). A particularly nasty move is Spirit Link, which can destroy a creature under your control and receive the mana back that you used to summon it.
Title: Re: Mages that you would like to see in the game
Post by: reynath0087 on March 05, 2013, 04:27:32 PM
I like the concept of an assassin or a rogue like mage itself, but not don't really see the character being a ninja.  I could also see stealth being an easy to abuse mechanic unless its implemented very carefully.  Even the Invisible Stalker if used very strategically could wreak havoc because while he's invisible he cannot be targeted at all.  A mage with a similar talent would be problematic unless it were borderline prohibitively expensive to cast or was like the voltaic shield for the wizard, where you pay a small amount at the start of your turn to activate a dodge or parry marker that reduced damage of an attack.  I like the idea of the corrupter or even opposing talent mages, light/dark, fire/water, earth/air, arcane/war where you pick a focus like the wizard but have the opposite cost 3x as much.
Title: Re: Mages that you would like to see in the game
Post by: MAXedOUT on March 12, 2013, 10:45:50 AM
I would love to see a Pyromancer: Fire & Mind schools. Tripple for Water and Air. Lots of Fire creatures
 and a Fire+Mid attack spell that can trigger Burning, Daze and even Stun at 11+!
Title: Re: Mages that you would like to see in the game
Post by: The Dude on March 12, 2013, 10:46:41 PM
War mage/alchemist.... and I want to see a paladin angel so bad!
Title: Re: Mages that you would like to see in the game
Post by: paradox22 on March 12, 2013, 11:55:50 PM
Quote from: "padawanofthegames" post=9016
War mage/alchemist.... and I want to see a paladin angel so bad!


Not sure if the paladin will be an Angel or not, but the Paladin is comming soon.  That is confirmed.
Title: Re: Mages that you would like to see in the game
Post by: malgor on March 15, 2013, 02:25:53 AM
that's great to hear about the paladin.  It would be nice to have a healer that depends more on melee and attack and less on creatures.
Title: Re: Mages that you would like to see in the game
Post by: Doma0997 on March 15, 2013, 05:21:56 PM
I would like to see a summoner. I have no idea what their school/s would be, but have it so they pay level cost for all creature spells regardless of school.

For the dark/holy mage, I'd like to see someone focused on life syphoning maybe even with an equilibrium spell (balance out the number of creatures/constructs/damage/mana)
Title: Re: Mages that you would like to see in the game
Post by: DarkForceMaster on March 17, 2013, 02:28:09 PM
Frost Necromancer and Water Wizard and maybe a mage with no school of magic with guys that have no school too.
Title: Re: Mages that you would like to see in the game
Post by: Myrddin on March 19, 2013, 03:28:05 PM
Quote from: "pixelgeek" post=4910
I would like to see a Mage that had no Channelling value, or a very low one, and instead built up Mana by undoing other spells, items and creatures to cast its own spells. Lots of Mana Drain effects, traps to "capture and rend" creatures and Zone Exclusive items that drew Mana from other Mages, creatures with Channelling or from Spells being cast in the Zone.
Really like this: a very different sort of Mage, rather than just a different set of powers.

Another less-radical but still quite different build is a 'Sorcerer' class (based very vaguely on Pratchett's and D+D's sorcerers, who are natural mages to some degree. The core of this class would be having much fewer spellpoints to spend, but always being able to re-use spells: they get returned to your spellbook once used. For stay-in-play things, practicality might mean that you have to wait for the early ones to go before adding new ones, but you'd want them to focus on elemental stuff anyway.
Title: Re: Mages that you would like to see in the game
Post by: The Dude on March 21, 2013, 01:02:10 AM
Uhmm. I just thought about this last night and had to bring it to the table. Why are there no dragons? I mean, I know, you are thinking, ugh, what is this, a fantasy game? But STILL. Dragons are incredibad, and should at least be options. You could even introduce them through a dragon shaman class type, whose schools could be mind and fire (intelligent/firebreathing), and have them channel the form of dragons/ride them/kick all ass with them, etc.
Title: Re: Mages that you would like to see in the game
Post by: Aarrow on March 21, 2013, 09:09:04 AM
Dragons are an awesome idea!
One for each school,... something like:

Ra
42 Casting Cost
8 Holy School  & 1 Fire & 1 Mind
5 Armor 20 Life
Upkeep 10
Haste (action counter ready when summoned)
Flying
Psychic Immunity, Holy -5, Dark +5
Quick- Firebreathing 6 Fire Damage to all objects in two adjacent zones
Full- Holy Might, 12 Holy Damage unavoidable, ethereal, may not target Holy objects.  Ra becomes incapacitated until his next activation
Title: Re: Mages that you would like to see in the game
Post by: dexmark on March 22, 2013, 08:43:47 AM
Reposting here from: http://magewars.com/jsite/forum/mages/9516-hoping-4-new-power-mage-blood-magic-vampire-lord

Mage: Blood Mage power / Vampire Lord

I played a few PC/Console RPG before (without naming them) and they always hunt down people who practice blood magic.

Currently we have Dark Magic that has Drain Life. I am wondering if it would be a cool idea to expand on this Blood Magic and focus on Zone attacks, Ghouls, Drain Life, Life Well and others.

I really like the idea of a New Mage: Vampire Lord with powers like:

Vampire Minions:
Once per round when the Vampire Lord declares an attack on a living creature, he may pay 2 health to add a vampirism effect on its melee attack. On a roll of 8~12 the living creature turns into a vampire and serves the new master. Up to a max of 2 Vampire followers allowed. (Vampirism can be removed by condition removal with a cost of X health + X mana where X is the level of the creature)

Batform: As a quick action, the mage may pay 2 health and turn into a flying bat and gain fast until the end of the round. In batform the melee attack is 2 dice + Rot effect

Lives forever: Regen + 4

Additional Creatures:

- More Vampire
- More Werewolf
- Vampire Dogs
- Vampire Bats

Additional Weapons/Equipment:
- Relic sword
- Day Walker Armor (2 Shield + -2 to light spells)

Creature Weaknesses: Water spells

Attack Spells: Blood Magic

Cost mana and life to cast.

Conjuration:

Tomb - During upkeep and if the Vampire Lord is in the same zone, he can use the tomb and heal himself for 2 health.

What do you guys think? Way off or too much for a new game to introduce new magic?
Title: Re: Mages that you would like to see in the game
Post by: dexmark on March 22, 2013, 04:35:27 PM
Another Mage I like to see that will be cool:

VOODOO Mage:Dark Magic/Nature/Water

Abilities:

A Voodoo mage is a mage that has high ability in cursing his opponent (Corruption). The ability to inflict pain at a distant without the opponent even knowing it. The ability to curse an opponent by giving them "conditions" or corruption. One key aspect on a Voodoo mage is to try to cast a spell or an ability to steal/disenchant/dispel something from the opponent. With the stolen item or disenchated spell, may use it as against the opponent to do a variety of things (like reduce attack, upkeep damage, weakness and other condition based damage).

This is a variant of a witch.

For example:

Voodoo Curse:
- The opponent is a Wizard with an Elemental wand (level 2).
- The Voodoo mage steals this item using an innate ability or a spell tied to Voodoo (2 mana + Level of item = 4 mana).
- The Voodoo will have a special Voodoo mage specific rule or container for captured items/spells/enchantment.
- Next turn the Voodoo mage cast a curse using the stolen's item level (initial investment of 4 mana) to inflict damage to the user during upkeep phase (4 mana to cast) with an upkeep cost or cast a weakness to the mage (6 mana) or cast a reduce channeling to the mage (2 mana).

The point here is that some mana/cost was already spent during a prior turn so the next spell that will be cast against the opponent should be slightly cheaper to cast because a pre--condition was already met.

Balancing can be done here. Yes a little slow to start to meet the pre-condition but the next turn the cost is reduced due to a pre-condition was met (i.e. a stolen equipment, disenchanted enchantment and others)

There could be a variety here where an enchantment (buff) from the opposing mage was removed and the curse that can be rendered to the opponent is reduce channeling by X-1 where X is the level of the enchantment.

To play this Voodoo mage, one needs to use the environment/equipment/spells used by the opposing mage against them. This Voodoo mage will place bad things around the environment (zone) to inflict pain to the opponent.  A special conjuration/trap can be created for the Voodoo mage that grants the mage mana for each non-friendly creature that takes damage in the zone.

Other stuff:

Hypnotic Stare: - The Voodoo mage should also be good in chanting or mind controlling the opponent.

Corrupted Link- The Voodoo mage can poison or curse or corrupt a conjuration of the opponent to either use the conjuration for the Voodoo mage himself or render it useless or corrupted actually transfer mana to himself.

ex: Imagine a Mana Crystal that was corrupted (5 mana) by the Voodoo Mage. This opposing Mana Crystal is now owned by the Voodoo mage. No need to destroy it, right? Now the zone exlusive Mana Crystal is part of the Voodoo Mage mana source until the corruption is destroyed (similar to Tangle Vine but on Conjuration and or creatures).

Corrupted Mind - Similar to mind control for mind magic but this is more dark magic. The creature is mind controlled by the Voodoo mage and each upkeep loses 2 life.  

This is a good power because you corrupted the mind of the creature. The owner of that creature will try to dispel or remove your corruption next turn but if too late the creature will lose life.  The Voodoo mage will eventually kill this creature after a few upkeep.

Inflict Pain: - A curse that increases any upkeep damage on a creature by 1 point. So let us say the opposing mage already is in a poison Zone (2 damage) and with Ghoul rot (2 damage) this curse increases both of those by 1 damage = 6 damage.  This is hopefully a spell that will increase Damage Over Time spells (DOT). it will also help any players who want to build DOT type of mages.

What do you think? Do you think there would be interest in this type of mage? It's really a different type of strategy.

Of course this mage will come with monsters as well:

- Swamp creatures
- Corrupted Treant
- Gigantic Rats
Title: Re: Mages that you would like to see in the game
Post by: dexmark on March 22, 2013, 05:50:59 PM
Another cool mage:

WeaponMaster Mage: War Magic

This mage magic is that he is attune to all equipment spells that his main ability is to be able to switch between weapons easily as a quick cast for 1 mana and as a free action use the ability of the weapon (and pay it's cost).

This mage will come with X amount of weapons tied to him (Melee, Canon, Guns, Bombs). He can quickly cast mana to equip and use it for certain scenarios.

WeaponMaster backpack:-Samurai Sword (pay 1 mana to equipped a Samurai sword + 5 Melee + Bleed <-- bleed condition)
-Gatling Gun (pay 1 mana to equpped a Galing gun + 3 Zone attack + Run for cover <- new push type)
-Time Bomb (pay 1 mana to equip time bomb (pay 2 mana to put a trap on a zone 0-1 - 3 dice + Burn)
- Cannon (pay 1 mana to equip Cannon (pay 7 mana attack dice + slam effect)

Utlitlity Belt:as a quick spell: pay 1 mana to equip previously equipped items instantly instead of paying the total casting cost and get a free action to use the equipment

Quick Draw: The casting cost of equipment spell is reduced by 1 mana
Title: Re: Mages that you would like to see in the game
Post by: metadust on March 25, 2013, 12:44:37 AM
The Apprentice: A School-less mage that uses a new class of spell, the Cantrip.
Additionally aside from having "The Fundamentals" of magic at their disposal, the apprentice has to be double cost to implement ANY spell that has a designated school.

Cantrips: The cost of Cantrips are not modified by any mage (except made cheaper to the apprentice) because they belong to no school, allowing anyone to utilize them. Main focus on being a wide variety of versatile spells, but also spells that fit no niche. If you need massive bruiser type monsters to make good guards, or walls that can hold back packs of goblins you may need to look elsewhere. Cantrips are the quick and easy route to having a solution for a lot of problems when your current options may not be viable. Mostly valued for their cost effectiveness towards your mana and your spellbook, it would be a cheap way for mages to get spells with abilities "outside of their school" without them having to commit to very cost heavy spells from opposed schools.

Additionally a nice pairing item for the apprentice would be
The Master's Wand: Apprentice only When equipped, you can choose 2 separate cantrips to prepare in a round, in addition to your two prepared spells chosen during the planning phase.

Throw in a few sentient brooms that can sweep enemies off their feet, as well as clean up status effects on friendly creatures and we're in business.
Magician's Cap: Apprentice only Upkeep: 2/4/6 channeling, for every 2CP spent, summon a broom servant (max of 3). When a servant is struck down, on your next upkeep phase for every servant you are paying for, summon another. (Servants are 4 mana to summon).

Broom Servant: No armor, low health. Capacity to daze or otherwise pester enemies (sweeps them into adjacent zones/into walls)
Title: Re: Mages that you would like to see in the game
Post by: DarkForceMaster on March 25, 2013, 03:13:18 PM
I like that idea. The broom stick servant, Its like Micky mouse's servants from fantasia 2000.  ;)
Title: Re: Mages that you would like to see in the game
Post by: Taruslar on March 26, 2013, 10:59:00 AM
The Runemaster:

Trained in Arcane and another school of his choice to give his playstyle a direction, all other school costs triple.

Runes are very powerfull and heavy to construct. Normally you need two rounds (construct and complete) to cast a rune.The runemaster is able to construct a rune with a quickaction and complete it with a free action, in the same round. Also he can use that free-action to complete other incomplete runes in the game which gives him the possibility to construct a new rune and complete the same one or construct a new one and complete another one which was placed rounds before. All other mages need 2 rounds and have to use two quickactions, in each round one, to complete their runes. Incomplete runes are placed face down.

Once per Round, the rune master may pay one mana to give one of his active Runes a magical boost to make it immune against all kind of attacks and all kind of spells. Spells which are used on a boosted rune are discarded with no funktion.

New Underschool from Enchantments and Conjurations: Runes

They work like enchantments but also have a healthpool (with incorporeal trait) so they can be destroyed by attacks or incantations like dispell, purge magic.

They can be placed on creatures, zones, conjurations and equipment. To construct and complete a rune u need 2 rounds. In round one you need a quickaction to construct it, in round two u need a quick action to complete it but u can choose when you use the quickaction to complete the rune.
For Example: Construct the rune in round one and complete it in round six.The Runemaster has other rules which are explained at the top.

As Conjurations they have following traits: Nonliving, Incorporeal, burnproof, zone exclusive.
Powerfull runes are legendary, unique, epic. Powerfull runes could stack other traits.

The runes are designed based on the different schools.

Here some examples:

Equipmentrunes:

only one rune can be placed on an equipment.

Rune of Power ( Arcane, Underschool enchantment): This equipment gains the channel+ 1 trait which stacks with other channel traits. If the Runemaster give that rune a magical boost this Equipment gets also immunity against attacks and spells.

Dark school:

Rune of Destruction (Undertype of enchantment): Can be placed only at conjurations. During the upkeep-phase this conjuration takes 2 direct damage.

Rune of Destruction (Undertype of enchantment ): Can be placed at Eqipment. If this rune is completed, this equipment gets a token which starts at three. Every round during the upkeep-phase it looses one token. If there are zero tokens on this equipment it gets destroyed.

Circle of Destruction(Undertype Conjuration): Can be placed into zones. In every round, any enemy creature who enters that zone or stands in that zone while this rune is completed takes 2 direkt damage.

Holy school:

Rune of Protection: Can be placed only at Conjurations. This conjuration gets 2 armor.
Another rune of Protection: Can be placed on Creatures. This creature gets the Aegis+1 trait, it stacks with another Aegis-trait.

Fire school:

Rune of Fire: This creature gains the fire+ 1 trait. This stacks with other fire traits. Does not work on creatures with fire immunity.

Mind school:

Rune of Illusion ( Zone Conjuration): If a friendly creature enters or stands in that zone while the rune is completed, an Illusion is constructed. This Illusion has no stats and can do nothing. It is destroyed with one attack or leaving the zone, but can built again with entering again that zone with the rune. Take a copy from the existing cardpool for the illusion. 2 Tokens are placed face down on both creatures. Choose your Illusion and place the mark with Illusion face down on the card and on the other one face down with Living Creature. For that rune it would be nice to have a second copy of all mages. If a creatures with psychic immunity will attack u have to tell your opponent which is the real creature.

I think they are many possibilities for the runemaster and with creativity this mage will be very interesting to play.
Title: Re: Mages that you would like to see in the game
Post by: Xiara on March 27, 2013, 12:32:44 AM
Just a few random ideas....

Blood Mage
Illusionist/Enchanter
Bard/Minstrel/Dirge
Swordsinger/Bladedancer
Arcane Archer
Alchemist
Frost Mage


I really like the idea of the Wild Mage too. Blood Mage and Illusionist are my two high hopes.
Title: Re: Mages that you would like to see in the game
Post by: metadust on March 27, 2013, 02:51:06 PM
The Artificer: A Specialist in crafting magical weapons and equipment. The Artificer (literally) wields a magic forge hammer like no other.

The Artificer is a Conjuror/Equipment/Creature powerhouse, preferring to equip himself and his forces with powerful equipment that bestow additional combat abilities to those wielding them.

The Deep Forge: [Acts as the Artificer's lair] During the planning phase, prepare an Equipment card to be created by the forge (During action phase, can be equipped to adjacent creatures.)

Disciples: The Artificer has a group of apprentices that are all training in the uses of artifacts, the 3-5 of them have slightly varied stats and abilities, and it is up to the player to determine which members get what equipment to determine their role in battle. Some are by default slightly beefier, some weaker with low/no armor but a special trait to allow them higher mobility, when modified with equipment they will all dynamically gain different combat roles {Guardian, Sniper, Flier, whatever}. So there is this pseudo-squad creation mechanics within the Artificers spellbook.
Title: Re: Mages that you would like to see in the game
Post by: sIKE on March 27, 2013, 04:24:11 PM
I like what you have here with the Artificer!
Title: Re: Mages that you would like to see in the game
Post by: metadust on March 28, 2013, 04:12:03 AM
I enjoy doing a bit of writing as a thought experiment kind of deal, having mage wars give it context is all the better.

The Martial Artisan: An Attack/Enchantment heavy mage, Mind & Air for schools. The Artisan has established mind based hand to hand combat techniques. The Progenitor of the mind over fist philosophy that established a sacred order of monks.

Martial Techniques: Attack spells are more centric on modifying melee attacks, can be used by the mage or by creatures with the monk descriptor. Enchantments grant this mage/fellow monks fighting stances that augment their combat abilities; people can become human walls that are impassable, and they can deliver harsh blows from a distance that can send foes flying.

Meant to be a direct combat mage, In general I'd like to see more mages with viable configurations and spells for other mages that allow for less reliance on having creatures deployed. At the least conjurations and enchantments that will assist in shutting down creature rushes (structures that are linked to an enemy mage, causing them mana/channeling for having a large number of creatures summoned, some kind of draining spell that scales to number of creatures summoned.)

I think I really phoned this one in, although I do enjoy to take a bit of time just to try and come up with a mage with a bit of a theme and mechanic. Really can't wait for more news on the next expansion.
Title: Re: Mages that you would like to see in the game
Post by: metadust on March 28, 2013, 07:57:57 PM
The Elementalists: Mages dedicated to controlling the very elements themselves.
Four separate mages here that all focus on using their native elements, being outcasts/nomads in a sense they all have the major school of nature.

The Cryomancer: Ice & Water magic, creatures ranging from elementals to polar bears. A passive mage that has more zone control with walling and ways to make zones uninhabitable to fliers (blizzard) and hard to fight on if you aren't made of ice (Tundra).

The Pyromancer: Fire magic, creatures being elementals and fiery familiars (fire wolves, etc), more of a direct damage nature offshoot of the warlock, more focus on support (from attacks and enchants/incants) while boasting a sizeable force of creatures.

The Aeromancer: Air magic, creatures being elementals, airborne creatures, and ents (massive tree beings). The passive support mage of the bunch, direct combat is less of an option, but high mobility spells and the ability to push around enemies shouldn't be taken lightly (I made a funny!)

The Geomancer: Earth magic, creatures being golems, and more heavier set animals (elephants are cool). Highly defensible and very hearty with enchants, resistant to being moved forcibly.

Being that the elements are minor schools so everyone has to have a slice, expanding on that card type would really open up every mages ability to perform. These mages barely even need many creatures to come with them as they could all share druid/beastmaster (assuming the druid is nature, that is the high probability though.) If anything a small spattering of non specific creatures would be better, to have on the flip side more elemental based creatures, that would translate well to all other mages as well.
Title: Re: Mages that you would like to see in the game
Post by: metadust on March 29, 2013, 09:45:46 PM
The Technomancer: A Technological mage, inventing creatures and weapons is just as good as summoning them I'd say.

Wall Mounted Turret: A Wall with a ranged attack, that is either automated making the wall a creature and giving it it's own action, or has to be used by an adjacent creature to fire to the opposite side of the wall using a full action. Firing on a target has a chance to cause suppression/stun. making an area that requires a lot of attention otherwise it is given free reign a zone. (Does not have extendable keyword like most walls)

Clockwork minions: Metal men ready to devastate those in the Technomancer's path, special ability is that they halve the cost of equipment put on them if they have the 'gadget' keyword.

Technomancer Equipment
*Jetpack: Gives unit flying, when unit takes damage d12 roll to determine if they pack detonates or not.
*Death Ray: Equips unit with a 0-1 ranged attack that doe fire damage. {has burn trait}
*Launcher pod: Equips unit with a 1-2 ranged attack that can either burn or daze all units in an area. {Costs mana to fire, burn costs more than daze.}
*Bomb Chassis: Unit has a bomb in them, upon death they detonate hurting everyone in the zone. Pay additional mana to manually detonate them and damage everyone in same zone.
Title: Re: Mages that you would like to see in the game
Post by: sdougla2 on March 30, 2013, 02:22:59 AM
I like the idea of a technomancer, but I'd also like to see an Elementalist with access to all of the elemental schools.
Title: Re: Mages that you would like to see in the game
Post by: metadust on March 30, 2013, 08:57:17 AM
That came across as a thought too, someone that is all elements but none of the main schools of magic would be pretty snazzy.
Title: Re: Mages that you would like to see in the game
Post by: MDraco on March 31, 2013, 09:18:10 AM
Took some time until a draconic theme was suggested. ;)

What I always wanted to see in an expansion is not simply a draconic humanoid mage, like the Dragon Lord/Rider. What would be AWESOME is the Dragon himself!
No need to call him/her Dragon Mage, dragons are powerful magical creatures and spell casters by nature. Here are some ideas:

Dragon: probably a young dragon, curious about the humanoid world and to learn if what they call magic in the famous arena is something of promise or just amateur tricks of the fledging races that still have much to learn about what yielding magic is really like.

There are a lot of different ways to develop this concept (and I can suggest a few of them ranging from very traditional to more radical approaches), but they would have to attend some iconic items:

Breath Weapon: this would be the mage's power. Basically it's a powerful attack of a given element (or arcane/force), which would also be a favored school for the dragon. It could not cost much mana, but need to recharge for a few rounds before being usable again.

No or restricted equipment: dragons usually don't need or care to wear armor, clothes etc, they don't need weapons beside their teeth, claws and other natural weaponry. Restricted equipment would account for one development concept in which the dragon summons part of his hoard to the arena (or connect with it through an apparatus) in order to empower himself, possibly also weaving time forward, to grow bigger, older and deadlier. This would result in thougher scales, wing attacks, increased damage and the like.

Servants: although it's not mandatory, dragons have an easy(ier) time acquiring servants than most creatures, so they would be able to count with several underling cards, specially draconic ones like different kobold cards, draconic versions of some already existing creature cards, lesser dragons such as wyverns. I think it's fitting that draconic creatures like those are of the arcane type.

Battle prowess: dragons are notoriously a superior race and this also mean they are powerful melee fighters (who can fly)! Specially in a no equipment development path, dragons would have to have some armor, more life (perhaps), flight, multiple attacks and special melee damage. One way to represent this in a balanced manner is to make the dragon count as a already buffed/equipped mage and for that reason, greatly diminish the size of his spell book.

Of course there's a lot more to think and discuss, but the intent is to present a general idea to contribute to this great game and this cool community! Please, feel free to comment and shine your own perspective on this larger than life mage idea and game design challenge! :)
Title: Re: Mages that you would like to see in the game
Post by: metadust on March 31, 2013, 01:33:41 PM
I see how silly it is now thinking about the separate elementalists when you could just have one elementalist whom of which is trained in ALL elements, because I just noticed the wizard can use any element (it is weird to have an air symbol but have it read {choose any element}) essentially making the wizard an arcane elementalist so bleh.

I see the dragon would be interesting if it had some counterparts, the current mages are all humanoid casters that have to equip additional benefits. It would be interesting (although probably gimmicky/poorly balanced) to see creature casters that have inherent abilities/equipment based on their physiology.

Such as in the dragons case they can breathe fire and the like, but dragonscale armor exists because the hide of dragons is so resilient to damage. Mages of that make up would make FANTASTIC promotional cards though, just play as a dragon, trained in fire or whatever and just have tons of armor and built in resistances, pair them with a lair card and you are ready to just make your own spellbook of playing as a dragon.
Title: Re: Mages that you would like to see in the game
Post by: metadust on March 31, 2013, 09:25:18 PM
(http://i732.photobucket.com/albums/ww328/vallheran/tactician_zps0537ac78.png)
A logical mage, the tactician knows how to wage war like no other.
Image is concept art for Swain from league of legends, I couldn't google anything I wanted so this is what we ended up with.

The Tactician is a Mind/War mage, utilizing a wide array of abilities to set up defenses quickly while mobilizing a strike force with a lot of combat versatility, including enchantments from the tactician that allow for tactical surprises.

Flanking: The Tactician's special ability, if his creatures outnumber the creatures (only one mark per zone, maximum of 2) in a square they are marked as 'flanked'. Lowers their armor by 3 and they cannot take full actions or move while marked.

Outpost: [Structure] Prevents movement of enemy creatures into this zone while present. Can be activated (full action) by creature in zone to move up to 3 also in zone creatures to adjacent zone (over walls). Allows 0-1 line of sight over zone walls.

Ambush: [Enchantment; Friendly creature only] When an attack is made against this target, immediately move zone adjacent creature into targets zone. (Optional: Moved creature becomes target, and gains guard before attack is made.)
Title: Re: Mages that you would like to see in the game
Post by: Lightseed on April 11, 2013, 01:14:26 PM
I would have 2 ideeas if i may :

1. A Mesmer is such a mage that deals with illusions and copycats (such as an illusionist) a mesmers main ability would be (for a quick action or quick cast) to change a played and active enchantment with one from his book paying the new cost and destroying the one replaced (giving a tactical of bluff more meaning and deeper thinking).
He would have creatures like Joker/Mime that would copy a creature on the board played by the opponent paying that creatures mana cost or a combination of X beeing something (needs to be tested realy well )
His main weapon should have teleport or a worse variant and cheaper of teleport .
He could lay trap doors on the floor , or face down walls with Mirror effect (like the tresspasser will be mesmerized by his own image and atack itself)
Other equipment could include shadowwalker abilities like change-ing spots with other creatures in the heat of the battle
Something else could be a head gear that will make the atacker atack something else thinking it is its target.
Hidden cards that forbit the character to summon creatures for x cost (x beeing the creatures level ) basicaly waste-ing the mages turn.
He should have all sorts of secret thinkgs up his sleve, but few HP and upkeep is needed for balance.
This mage should reflect a lot of damage .

2. The mageRogue type, the guy that has backstab as main ability, his main focus is dealying direct damage and avoiding the enemys damage.Daggers and poisons are his abilities. Backstab could work as a 1 distance teleport with +2 for first atack only.
Equipments such as cloacks and leather stuff imbued with runes and magic is needed.
Resists, fast and other enchantments are a must.
This guy relies more on the fact that he is fast, hits hard, runs fast and keeps getting back at you.
Traps are his hidden stuff, Hidden traps on creatures are the best ideea for him, like Bear trap (imobilize +2 dice of damage) or swamp trap (slows the targed and with effect die of tangle) Smoke bombs (no more LOS and hard to move) can use force atacks but limited with upkeep.
His creatures should be used as a distraction, and the creatures should have low damage, but fast , flying , agile and have many of them.

These are just a my favourite , i got more as ideeas :D thx for reading .
Title: Re: Mages that you would like to see in the game
Post by: baronzaltor on April 14, 2013, 04:24:21 AM
Anything that is trained in both Dark and Holy.  In Magic Black/White was always my favorite mix.
Title: Re: Mages that you would like to see in the game
Post by: Hey_Daralon on April 14, 2013, 05:54:11 PM
With male and female versions of the mages being announced as well as the possibility of them functioning differently, I had another idea for a mage that can go into two very different directions.

Shaman - Nature is x1. Can choose Dark or Holy. One is x1, the other is x3. Everything else is x2.
The male Shaman resembles more of a witch doctor and has animals that can commonly be found in the jungles of South America whereas the female Shaman looks more like a Japanese miko and has treants, living rocks, and smaller forest critters.

A lot of the Shaman's spells are cross-classed with Nature and either Holy or Dark, but quite cheap in terms of level making a lot of these spells more exclusive to the Shaman, but not too expensive either. As an example, the male Shaman follows the dark path, so a lot of his spells focus on placing curses, status effects, and generally disrupting the opponent's support actions. Irritation is an enchantment that reduces the maximum range of any of the target's spells by 1. The female Shaman is more of a healer and mana generator with a lot of cool conjurations. Her Torii is a wall that channels mana, whenever a creature walks through it, they collect the mana.

The trademark of the Shaman is the Talisman. A talisman is similar to other Nature enchantments, but is cross-classed with light or dark. In addition, they are super-cheap, have high range, and come with a tiny, but fun little effect. The catch being that they always come into play face-up. The Dark Shaman can throw talismans that slowly drain life or add a status effect after a certain number of turns have passed. The Holy Shaman's talismans can prevent status effects for a certain number of turns or add a defense.

Their equipment is also worth mentioning. They have special staves called "Mojos" that can cast Attack spells, but they channel their own mana, if they can't pay the cost, that's okay, because they never drain it from the mage! One mojo can pay the excess amount by absorbing it from nearby targets. One inflicts damage on the mage to pay the amount. Another has a limit to how much extra mana it can drain, so the excess just counts as damage to the item until it's destroyed, but be careful, because you're not allowed to go over that limit, so timing is important. The last one (dark/nature of course) is a total gamble. You're allowed to cast whatever spell you want for as much mana as you want, but the catch is the excess amount goes to an effect die roll and if you fail that check, the mojo blows up in your face!
Title: Re: Mages that you would like to see in the game
Post by: Alec on April 26, 2013, 02:31:23 PM
I know the dragon idea is floating around heavily, but i want reinforce it just a lil more  :cheer:. The dragon lord/rider is a wonderful concept that could go in a number of ways. Maybe war and nature? Not all creatures have to be uber powerful, babies and adolescent dragons are not a new concept and could easiy be used. I know the Mage Wars team is more than capable of producing an outstanding concept here. Please Mage Wars, answer our pleas!!!
Title: Re: Mages that you would like to see in the game
Post by: Boocheck on May 30, 2013, 06:36:12 AM
Well, i miss a Dwarf Mage.

Armorer - can increase armor or melee stats on dwarfs, all equipment cost him as that he is skilled in the school which that equip belong to.

Master Builder - can repair conujrations or cast them in some special cool way :)

Problem is, that school which seems logic are WAR and EARTH or FIRE.

Just my thoughts, nothing serious here :)
Title: Re: Mages that you would like to see in the game
Post by: Björn Stornämd on May 31, 2013, 04:43:56 PM
You can find clues as to what Arcane wonder plans to release by looking at the subtypes listed for most cards at the top right. Some of the ones I find interesting are: Poison, psychic, illusion, transform, vampiric, lycantrope, dwarf, rune, golem and control. Its likely that there will be mages and other cards that give various bonuses to these subtypes.

I wouldn't mind seeing some well thought out new mages. An Illusionist have been mentioned. Someone who specializes in psychic spells could be something. Personally, I would be happy if the female version of the warlord is a dwarf. A witch who uses a lot of poison and can transform enemy creatures into toads and an enchanter that can create golems would also be cool. Some other ideas would be a hedge wizard, who pays 1 spell point for each level 1 spell regardless of school but twice the normal price for all level 2-4 spells.

I don't think sage, hermit, conjuror has been mentioned yet but I dont know if the first two has any place in a duel.
Title: Re: Mages that you would like to see in the game
Post by: drkwizard on June 08, 2013, 02:22:21 PM
The first idea to jump out at me is a Dream Mage.  Besides the obvious sleep inflicting effects I would imagine that there would be spells that take advantage of this.  A spell that allows the Dream Mage to take control of any sleeping creature or that regained life or mana per each creature on the field that is alseep.  They could have their own brand of creatures called Phantasms or some such that have advantages against sleeping creatures or are able to induce sleep.  A dream travel spell that lets the caster appear next to any sleeping creature.  Maybe a spell that let the mage escape to the land of dreams temporarily (i.e. leave the board for a turn).

Another idea would be like a technomancer.  He would focus around creating items and constructs/automotons.  He could create automatons with modular accessories represented by item cards that would be equipped to them.  This would allow the Technomancer to adapt his creations to his needs and allows him to adjust his forces on the fly.  His versatility would be counter-balanced by a lack of direct firepower.

Another one I think would be interesting would be a shapechanger.  It would have the innate ability to pay X amount of mana to replace his character with creature cards from your spellbook.  The strength of the creature would help determine cost and there would be an upkeep cost to maintain the effect.  Maybe, as a balance, the mage cannot regain mana while in a different shape?  Another possibility is that he could change out a creature he has on the field by paying the difference in mana or thereabouts.

Just a few suggestions.
Title: Re: Mages that you would like to see in the game
Post by: MrSaucy on June 08, 2013, 04:19:42 PM
I was thinking about a Wizard whose attributes are centered around gaining a massive mana advantage. He would have the highest channeling in the game and his attributes would focus on draining the opponent's Mana. Might be OP, but just an idea.

Note: there is already a thread for future mages you would like to see. Technically, this thread is for mage types, so different types of already existing mages... right?
Title: Re: Mages that you would like to see in the game
Post by: cbalian on June 12, 2013, 01:24:32 PM
I like the Elementalist idea.  Trained in all 4 elements.  So would focus heavily on spells.  But also as part of that there would be an elemental of each type for creatures, which there obv strengths and weaknesses.    And maybe for a big creature or the mage himself to be an elemental lord that can "choose" it's base type of attack as needed.  Would be pretty versatile versus any type of mage or situation.
Title: Re: Mages that you would like to see in the game
Post by: Texan85 on June 17, 2013, 09:05:28 PM
Elementalist
Training: All elemental schools.  nature and mind spells cost triple (or nature, mind, dark and holy).

Elemental Mastery:
Once per round the Elementalist may cast a quick action fire, air, water, and/or earth spell for x less mana and add +2 to d12 effect die as a full action instead of a quick action. X is the elemental level cost of the spell.

Elemental Toughness:
Mage gain -2 to all fire, water, earth, air, lightning, or acid damage and is immune to burn and freeze effects.





Title: Re: Mages that you would like to see in the game
Post by: nitrodavid on June 17, 2013, 11:32:24 PM
the best part of the elementalist is the possibility of lvl 4 epic attack spells. I imagine some 20 mana entire arena damage spells like blizzard and fire inferno. or the possibility of duel element attacks like thunderstorm (water/air for hydro/lightning damage, combine dice then remove armour) or volcanic eruption (fire/earth for flame/seismic damage)
Title: Re: Mages that you would like to see in the game
Post by: Dragonsoul101 on June 22, 2013, 09:51:30 PM
A sound mage lol sound is a powerful medium lol
Title: Re: Mages that you would like to see in the game
Post by: Sailor Vulcan on July 05, 2013, 05:41:45 PM
I think maybe combining elements should be more of an alchemist's job. I think for an elementalist, their strength should be adaptablity, switching between different tactics quickly and effectively. Here's my idea: while all four elements can be used for attacks, they also have different kinds of effects: water heals creatures and erodes armor, air is used to push things around or do things like allowing a creature to jump really high or temporarily run faster, earth is used for defending oneself from attacks and certain effects, and fire is all about all-out attacking.

That's what i think the elementalist should be about. As for the alchemist, he or she should be all about his special potions and experiments. The alchemist should have a deep understanding about what things are fundamentally made of. So that probably means training in arcane, like the wizard, but unlike the wizard the alchemist would be focused less on preventing his opponent's spells as changing their objects to his/her advantage, which would sometimes include destroying or inhibiting those objects in some way. The alchemist would be able to change the alchemical composition of an opponent's nonliving creatures in order to take control of and/or destroy them, reverse engineer some of their conjurations, i.e. making their mana flowers direct their extra channeling at him/her rather than their original caster, change the kinds of attacks that a creature is weak or resistant to, or even engineer an explosion, etc.

Of course knowing what your own objects are made of is important too. Building off of what Drealin said earlier, I'm thinking the bucket over the door trick could be used for a lot more than poison and such. It could be used as a way to give the alchemist's own creatures buffs and special effects and the like. Perhaps even effects that could change the alchemical composition of enemy objects upon contact. Also, I think there should be different chemicals that are more or less poisonous to different kinds of creatures. What's hazardous to a human mage might not be so much to a living metal creature, or a lava-dripping demon. I think that the whole poison thing sounds great for the alchemist, though. However, I think poison should be based on alchemical weaknesses. A creature would be poisoned when it consumes, is injected with or sometimes touches a chemical completely incompatible with its body. So if an alchemist throws a bag of water vapor into a zone where a fire creature is and the fire creature steps on the bag and breaks it, that creature as well as any other fire creatures in that zone would be poisoned, since water is anathema to them. That sort of thing.
Title: Re: Mages that you would like to see in the game
Post by: Texan85 on July 06, 2013, 01:39:14 AM
I think maybe combining elements should be more of an alchemist's job. I think for an elementalist, their strength should be adaptablity, switching between different tactics quickly and effectively. Here's my idea: while all four elements can be used for attacks, they also have different kinds of effects: water heals creatures and erodes armor, air is used to push things around or do things like allowing a creature to jump really high or temporarily run faster, earth is used for defending oneself from attacks and certain effects, and fire is all about all-out attacking.

That's what i think the elementalist should be about. As for the alchemist, he or she should be all about his special potions and experiments. The alchemist should have a deep understanding about what things are fundamentally made of. So that probably means training in arcane, like the wizard, but unlike the wizard the alchemist would be focused less on preventing his opponent's spells as changing their objects to his/her advantage, which would sometimes include destroying or inhibiting those objects in some way. The alchemist would be able to change the alchemical composition of an opponent's nonliving creatures in order to take control of and/or destroy them, reverse engineer some of their conjurations, i.e. making their mana flowers direct their extra channeling at him/her rather than their original caster, change the kinds of attacks that a creature is weak or resistant to, or even engineer an explosion, etc.

Of course knowing what your own objects are made of is important too. Building off of what Drealin said earlier, I'm thinking the bucket over the door trick could be used for a lot more than poison and such. It could be used as a way to give the alchemist's own creatures buffs and special effects and the like. Perhaps even effects that could change the alchemical composition of enemy objects upon contact. Also, I think there should be different chemicals that are more or less poisonous to different kinds of creatures. What's hazardous to a human mage might not be so much to a living metal creature, or a lava-dripping demon. I think that the whole poison thing sounds great for the alchemist, though. However, I think poison should be based on alchemical weaknesses. A creature would be poisoned when it consumes, is injected with or sometimes touches a chemical completely incompatible with its body. So if an alchemist throws a bag of water vapor into a zone where a fire creature is and the fire creature steps on the bag and breaks it, that creature as well as any other fire creatures in that zone would be poisoned, since water is anathema to them. That sort of thing.

An alchemist Mage would be turning lead into gold in his free time. And would have potions and like humunculus like creatures, and would be transforming one thing into another. Like in full metal alchemist.

And for an ele, adding extra effects would probably cause some serious balance issues. But a giant thunderstorm incantation would be awesome.
Title: Re: Mages that you would like to see in the game
Post by: Sailor Vulcan on July 06, 2013, 10:14:52 AM
I disagree with you. The elementalist that I'm imagining would be more likely to trade the power that comes from investing in just one element to the adaptability of being able to switch between them quickly and effectively. So that elementalist would not be able to take advantage of a ton of really powerful elemental attacks. I'm thinking this type of elementalist would have few to no powerful elemental attacks.

The elementalist you're describing on the other hand,  is going to be the ultimate master over the (nonliving) forces of nature, making small volcanos erupt and creating thunderstorms that cover part of the arena, or seismic attacks more powerful than the one in the Earthquake incantation, and that power needs to come at quite a price. For that type of Elementalist, I'm thinking that his/her primary strategy would be an all out solo assault early in the game, using elemental wand, an incantation to give him/her extra ranged attacks, and the incantation Charge, preferably two of them, so that if the solo assault fails, he or she can run away and switch into a backup strategy--I'm thinking since he or she would be low on mana, that elementalist should try to switch to more of a solo attrition strategy, giving the opponent a burn condition and gradually trying to build up his/her own armor/defenses/damage removal as much as possible in the hopes of outlasting the enemy. A flaming damage barrier would probably be useful here.
Title: Re: Mages that you would like to see in the game
Post by: Texan85 on July 06, 2013, 10:55:16 PM
After gw2, anything like a switching attunement kind of gameplay would be very cumbersome, and likely make it adverse to play because it would need to be at the core of the play style and with most claims that, like in chess, one wrong move could cause lead to an issue.
Title: Re: Mages that you would like to see in the game
Post by: jjcrpntr on July 07, 2013, 08:06:33 AM
I just got this game and thus far I love it, then again my wife is terrible so I've won all three games.

I think either the "elementalist" that people have mentioned or a "Geomancer" would be fun. As people have said they would be able to use all the base elements (fire, water, earth, air) and Nature. Anything else would be triple. Would obviously need to add stuff to those elements for enchantments, gear and such.  But it could be a heavy attack/cc based mage (roots, frozen in place and such)
Title: Re: Mages that you would like to see in the game
Post by: reddawn on July 07, 2013, 10:26:47 AM
You can find clues as to what Arcane wonder plans to release by looking at the subtypes listed for most cards at the top right. Some of the ones I find interesting are: Poison, psychic, illusion, transform, vampiric, lycantrope, dwarf, rune, golem and control. Its likely that there will be mages and other cards that give various bonuses to these subtypes.

Theres a few Psychic spells and effects already, actually, with Pacifism and Sleep being among the most useful, in my view. 

The Psylok's attack is Psychic too, though probably for the worse rather than the better. They would have been an ok way to harass Iron Golems as the Forcemaster, but IGs are immune to Psychic, so the Psylok's attack has no effect. 

But yeah, overall, there are very few of these kinds of spells.

On topic...

Here's my idea for a mage:


Class name: Splicer

Training: Arcane and Nature schools (non-creature spellbook costs are tripled).

Abilities:

Conjure Chimera: When a friendly Primordial creature enters the arena, you may make it your Chimera.  If you do, place your Chimera marker on it, then search your spellbook for another Primordial creature card, pay mana equal to its level +1 and put it in your discard pile.  The Chimera gains all attacks and traits of the discarded Primordial creature card.

Caustic Aftermath: When your Chimera is destroyed, roll an unavoidable 4 dice ranged Acid attack on each creature in the zone in which was destroyed.


So, kind of like a mad scientist type of mage.  Experiments with Primordial creatures, but they explode because he or she is doing something that is not natural, and thus destabilizes the magical stuffness in the creatures. 

I love me some magical stuffness.
Title: Re: Mages that you would like to see in the game
Post by: wolf88 on July 07, 2013, 10:51:15 AM
All the Mages so far have been strictly humanoid. I want a four armed Mage!
Title: Re: Mages that you would like to see in the game
Post by: Texan85 on July 07, 2013, 08:06:08 PM
I think the "make x creature your pet" mechanic is old and should be kept to a minimum.
Title: Re: Mages that you would like to see in the game
Post by: nitrodavid on July 07, 2013, 08:25:56 PM
I don't really think 4ele+nature will need the massive 3x for all other spell cost. mainly because there is currently very little synergy with the elements and nature. for example all elemental cost creatures are non living so they can't use any nature spell abilities. as it is that mage will use nature creatures with nature buffs and just have access to your choice of attack spell element.

 I would guess that all ele cost creatures are non living (unless they have multi cost like lof)

 so this mage can be treated like a stronger wizard (nature is stronger then arcane) so it will need 1 kind if 3x cost but not all other. perhaps dark or war
Title: Re: Mages that you would like to see in the game
Post by: reddawn on July 07, 2013, 09:47:31 PM
I think the "make x creature your pet" mechanic is old and should be kept to a minimum.

I would agree if Holy Avenger, Bloodreaper, and Pet didn't all play differently.  I don't see anything wrong with a formula that provides different play experiences if you insert different variables.
Title: Re: Mages that you would like to see in the game
Post by: Sailor Vulcan on July 08, 2013, 01:03:25 PM
I think I'm seeing a paralell with the arcane school.

Magic is to Science...

As Wizards are to Physicists
As Alchemists are to Chemists
As Sympaths are to Social Psychologists.

I really want to see a mage using sympathetic magic. As I imagine it, Sympaths would have a deep understanding of the relationships between beings and things of all kinds, and they would be able to use those relationships, for good or for evil. Assuming my playstyle hypothesis I posted earlier is correct, I'm guessing the Sympath would be probably use a denial (defensive combo) strategy.
Title: Re: Mages that you would like to see in the game
Post by: jjcrpntr on July 08, 2013, 01:59:37 PM
I don't really think 4ele+nature will need the massive 3x for all other spell cost. mainly because there is currently very little synergy with the elements and nature. for example all elemental cost creatures are non living so they can't use any nature spell abilities. as it is that mage will use nature creatures with nature buffs and just have access to your choice of attack spell element.

 I would guess that all ele cost creatures are non living (unless they have multi cost like lof)

 so this mage can be treated like a stronger wizard (nature is stronger then arcane) so it will need 1 kind if 3x cost but not all other. perhaps dark or war

True, I guess I was just thinking thematically as a geomancer type mage if he was forced to use only elemental type spells it would be unique.
Title: Re: Mages that you would like to see in the game
Post by: calisk on August 03, 2013, 04:13:58 PM
had an idea for a mage and wanted to right some of it down here to give an idea of what I had in mind.

master of teleportation and shadow manipulation, intended to be a hit and run champ, where he will move up and strike fast, then get away quickly. he could be played like an assassin, or a some form of control/mob mage.

void walker
hp - 28
armor- 0
channeling -9
spell book - 120

training - arcane and dark, non-arcane attack spells cost tripple.

abilities     
     - quick action spell for 2 mana this character can teleport himself or another creature he controls up to 1 space away. range 0-1

     - fast and piercing +3

     - shadow syphon - for every shadow type spell this mage has in play he gains melee +1 up too melee +4. whenever a shadow spell deals damagae this mage heals 1 damage.(( this is intended to mean shadow type conjurations and creatures ))
       
attack - melee quick 1 attack dice


some equipment ideas I had for him

equipment ----
      
night blades - dual blades( both hands)
2 attack dice, quick, 7+ enemy is considered hindered,10+ weak+hindered
2 attack dice, full round, double strike, 7+ weak. 



void shroud - cloak
when this character takes a move action he teleports.

negation amulet - any opposing spell that targets your mage costs 1 more mana to cast.

ring of shadows - shadow spells cost 1 less to cast. enchantments gain this bonus when they are revealed

ring of minor invisibility - once per round as a quick action this mage may pay 4 mana and can become invisible to a single target creature until end of the round. range 0

helmet of darkness - shadow creatures in the same zone as you have intercept.

shadows cloth - armor - this mage gains a defence 7+ melee dodge infinite. if the mage fails to dodge an attack he loses this dodge until the end of the round.


and I'll post a single idea I had for a champ he could use as his signature style of champ.

shadow stalker - cost 13

   type - shadow
   level arcane - 2 dark -1
   
   armor - 1
   health - 7
   
   attack - 4 dice piercing 1, 7+weak
   
   abilities
   light+1 non-living, incorpreal, teleport, fast


for attack spells he would use use arcane/dark spells and manipulate shadows to attack the opponent.


anyway just my take on how I would do it I suppose
Title: Re: Mages that you would like to see in the game
Post by: calisk on August 03, 2013, 04:44:19 PM
another Idea I had was monk

Monk
hp - 32
armor- 1
channeling -9
spell book - 120

training - war and mind, non-monk equipment costs triple.

abilities -

       inner ki- as a quick action spell the monk may heal 2 dice worth of damage, and add 1 ki counter to the monk.

       trained body- the monk is immune to poison effects, he may remove a ki counter as a quick action to heal a status effect by paying the removal cost.

attack -

 ki strike - quick attack 2 dice 8+ stun.


attack card ability - combo when you cast this card you may play another card with combo( alternately you could balance it with limiting it to the same name). out of the spell book by paying it's cost + the cards level+1. more or less extendable for attack cards

example combo attack spell.

tiger strike - cost 4
level - war -1

combo, monk: ki+1
attack - 3 dice piercing+1   effect : 7+bleed



I picture him using combo cards to add ki counters to himself while attacking, and finisher cards to use those ki counters to do massive blows.

       



Title: Re: Mages that you would like to see in the game
Post by: Sailor Vulcan on August 04, 2013, 04:07:56 PM
Monk should be Holy and Mind, not War. Dark should cost triple. Being a monk is a religious position, like being a priest. The mage's healing abilities would definitely go better with the holy school. If you're thinking of the kind of martial artist monk that you see in movies, it would probably be better off like this. The monk would be for a soloing build. He or she would have good understanding of mind, body and spirit, and the connections between them, and would apply that knowledge in multiple ways in battle. The monk would be able to attack pressure points on enemy creatures to stun or weaken them. The monk would also have elusive. He would also have equipment that allows him to push enemy creatures after a melee attack. A possible example could be...

Force Gloves: (Monk only): Full action attack is "Flip throw" 4 dice--Effect die 7+ Push the attacked creature one zone away in a direction of your choice.
Quick action attack is "Flip toss" 3 dice--when used as a counterstrike, push the attacking creature one zone away in a random direction.

The abilities involving Ki counters are a good idea. However, I think they should be rearranged a bit.

Inner Ki: Every time this mage is attacked, place a ki counter on him or her

Trained body: For each ki counter removed, the monk can heal 2 dice worth of damage OR remove a status effect, OR use "Ki Blast", a quick action 0-1 range attack spell that deals 1 dice of damage for each ki counter removed for it.
For example if your monk has 6 ki counters, one thing he or she could do would be to spend 2 ki counters to heal 4 damage, spend 1 to remove a condition, and 3 to attack for 3 dice of damage.

the monk should also be unable to use armor on himself or herself. Then instead of "combo" he or she should have cards that taunt opposing creatures.

Health at 32 sounds pretty good to me. Channeling at 9 also. He really should not use that many attack spells. Attack spells are all ranged, and the monk really doesn't sound like a regular ranged attacker to me. In fact, I would say that oftentimes his only ranged attack should be the one in his Trained Body ability, "Ki Blast".

Like the Forcemaster, the monk would be a soloing mage. He or she would use position control (including things that stun enemy creatures) along with defenses, the elusive trait and cards that taunt enemy creatures. He would also have equipment that gives him different melee attacks. Like say, boots that give him or her charge and both quick action and full action kick attacks, or gloves that allow him to throw enemy creatures short distances.

What do you think?
Title: Re: Mages that you would like to see in the game
Post by: calisk on August 04, 2013, 07:16:35 PM
with monk I started at holy mind, but came to the conclusion the war fit a melee fighter type a bit better, I was also concerned with giving fighting type moves to the priest by giving them the holy attribute.

I might of been over thinking it though, as holy mind does fit better.

I agree I had the solo style of play in mind for the monk, and I wanted to build a versatile fighting type. I tried to handle him not equiping equipment by making non-monk gear cost criple, equipment wih the monk subtype would all be stuff monks would wear, like prayer beads, or an extendable staff giving him reach, none of it would be armor.

style enchantments would be another way you could go with the monk and I had pictured the ki blast as one of his attack cards.

I wasn't really sure of which direction to go with building ki on the monk, getting hit is one way, but I know most competitive players would probably prefer a progressive style of character to a responsive style of character. thus if he builds ki off of being hit, he should probably have other means of building ki via his cards.

either way I like your ideas, I would need to think of what kind of support cards he'd have with him to really know if they were a good idea, but regardless all good suggestions.

Title: Re: Mages that you would like to see in the game
Post by: Sailor Vulcan on August 05, 2013, 08:13:15 AM
I really don't see the monk as an aggressive character. I think most of the time monks are depicted as preaching peace and balance. Just like the idea of them trying to only receive attacks that they believe are worth taking, they would only make attacks that are worth making. Now that I think of it, most of the monk's attacks that are not aimed at the enemy mage should probably have only 1 or 2 dice of damage, being used more for their taunt, push, daze and stun effects. I still really think that he should only have the one attack spell, "Ki-Blast" and the rest of his attacks should be melee attacks only. With this sort of strategy, I really don't think he needs a bunch of extra cards to build his ki up quickly.

What are you talking about when you say that responsive mages aren't as competitive?

Also, I thought of another idea for something new to try with new mage classes. Mages with less training but more raw power. For instance, a Sorcerer would have less training in arcane then a wizard, but he would have access to more powerful spells that only he can use, and all out of school spells would cost triple. He would have less spellbook points than a Wizard though.

Another idea that people were talking about in the custom cards section was "the magician", a versatile mage with no particular training. First copy of a spell would cost x1, second copy of a spell would cost x2, and so on. However, I thought that rather than have the generic name "Magician" it would make more sense to use the name "Hedge Witch" since they have no particular training. What they lack in training they would make up for with their intuition and raw power, since they would have access to any spell that isn't (insert mage here) only. But they would only have around 90 spellpoints or so. I think she would have 12 channeling.

The Hedge Witch would be extremely versatile in spellbook design, so it would be hard to predict her but not quite as versatile in play. While it would be difficult to predict what strategy she is going to use, she might only have one chance to set it up. I think a good counterpart to her would be a Pictomancer.
The Pictomancer would be have less versatility in spellbook design, but more in play. His creatures would be shapeshifting ink blobs, and he would have spells that can copy or steal opponent's spells. He would have training in Water.

I think this sounds really cool. Thoughts?
Title: Re: Mages that you would like to see in the game
Post by: Moonglow on August 05, 2013, 01:03:08 PM
Channelling represents raw power more in MW than spell book points. A trim down to 90 really just reduces diversity of spells.
Title: Re: Mages that you would like to see in the game
Post by: Sailor Vulcan on August 05, 2013, 03:58:13 PM
The raw power thing was supposed to represent the extra channeling, not the lower spellbook points. The lower spellbook points represents having less knowledge because of having no formal magical education. Sorry if I wasn't clear.

While a trim down to 90 would reduce the diversity of spells that are actually in the Hedge Witch's spellbooks, the diversity of the spells she has access to would still be a lot greater. Also, someone pointed out to me that a pictomancer using shapeshifting inkblobs probably doesn't fit so well in the world of Etheria, and that it would be better if the pictomancer created things from runes.
Title: Re: Mages that you would like to see in the game
Post by: calisk on August 05, 2013, 04:31:33 PM
I think it would be better to do something like the following

monk

training: mind,holy,war. level 4 or greater spells cost double. dark costs triple.

this way they have more training diversity, but has a restriction on upper end of what the monk can use.

Title: Re: Mages that you would like to see in the game
Post by: Sailor Vulcan on August 05, 2013, 08:08:09 PM
I was talking about four different mages: a monk, a hedge witch, a sorcerer and a pictomancer. Hedge witches and sorcerers are the ones that would have lower spellbook points, not monks. Sorry for the confusion. Unless your point was to suggest a three school version of the monk. I just don't see that happening. A martial artist monk would be a great fighter, but I doubt he could be warlike. I think he'd be preaching "peace and balance", not "Beat em up!" and would be a reactive soloing build. War is never waged solo, so I really really can't see the monk being trained in it. Perhaps that's just my opinion. Maybe a monk could be trained in war for some reason. But I have no idea what possible reason that could be.
Title: Re: Mages that you would like to see in the game
Post by: calisk on August 05, 2013, 09:16:42 PM
was just using the monk as an example of how you could do a 3 training mage by restricting the higher level spells.

wasn't really a suggestion for the monk.
Title: Re: Mages that you would like to see in the game
Post by: haslo on August 06, 2013, 12:42:11 AM
As for monks, the way I see them represented in many games is indeed as a solo fighter with war-like abilities. In the spirit of The 36th Chamber of Shaolin really.
Title: Re: Mages that you would like to see in the game
Post by: Moonglow on August 07, 2013, 01:34:04 AM
Even in history there are documented examples of fighting monks who weren't umm holy in the archtype represented here by the holy school.  I would have thought that the mental/war schools reflected this better than including holy.  If you go down that road the beastmasters and shaman and everyone should be holy as they're associated with some form of spiritualism.

http://en.wikipedia.org/wiki/S%C5%8Dhei


As for monks, the way I see them represented in many games is indeed as a solo fighter with war-like abilities. In the spirit of The 36th Chamber of Shaolin really.
Title: Re: Mages that you would like to see in the game
Post by: Sailor Vulcan on August 07, 2013, 10:06:38 PM
Being spiritual doesn't necessarily make someone a clergy member, or even religious at all. A shaman is quite spiritual, but not a clergy member. Priests and monks are in positions of religious authority. Shamans are not. As I see it, spirituality doesn't automatically equate with the holy school. Religion does. Unless its an evil religion, then it would go to the dark school.
Title: Re: Mages that you would like to see in the game
Post by: Sailor Vulcan on August 08, 2013, 09:09:09 AM
If you expect the monk to be a solo build then he should not be trained in war. According to the article you linked, the warrior monks, or "sōhei",

"did not operate as individuals, or even as members of small, individual temples, but rather as warriors in a large extended brotherhood or monastic order. The 'home temple' of a sōhei monastic order might have had several, if not tens or a hundred, smaller monasteries, training halls, and subordinate temples."

The "yamabushi" on the other hand were mountain ascetics, so even though they are referred to as warriors, I'm pretty sure it wasn't in the sense of waging or participating in war, since who would one war against all by yourself on a mountain?

For a yamabushi monk, training in holy and mind makes more sense. For a sōhei monk, holy and war.
Title: Re: Mages that you would like to see in the game
Post by: Sailor Vulcan on August 13, 2013, 06:54:22 PM
Elven mages that can manipulate and control life itself; magic would flow through their very blood, and all Elven would be mages. Elven would be able to accelerate the aging process of trees into forests to hide in (these forests block LoS into a zone, but not out of it. They also die sooner due to old age). Elven would also conjure patches of poisonous mushrooms to afflict temporary statuses on enemies who step on them. Furthermore, some of their creatures and conjurations would have an ability that allows a certain amount of damage to them to be prevented and transferred to a creature or conjuration that shares the ability as long as they don't share a card type. (Conjuration to Creature or Creature to Conjuration)

Arcane/nature training of course. I would describe it as a denial-attrition build, using efficient defensive creatures and conjurations combined with ways to counter or disable some of the enemies spells/objects to outlast them. Tanglevines, elusive, defenses, the trees/forests that are described above, regeneration, mana flowers, counter spells, I think you get the idea. I would love to see this mage.
Title: Re: Mages that you would like to see in the game
Post by: RayLancer on October 22, 2013, 03:01:28 PM
I would love to see more oriental based mages. Maybe something like shrine maidens. Also more races would be nice. A dark elf enchantress sounds great.