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Messages - Skunkstrype

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1
Spells / Re: Spells you would like to see
« on: August 14, 2012, 07:45:40 AM »
The rules state that you can cast equipment spells on other mages as well as on yourself, provided that the other mage does not already have an item in that equipment slot. This gave me an idea; cursed items.

Cursed items are cast like any other equipment spell, but they bestow negative effects upon the target mage who cannot simply remove them by casting an equipment spell of their own that uses the same item slot. Insted, the mage has to cast Dissolve or something similar to destroy the cursed item.

Some examples of cursed items could be:

(cursed boots): Wearer becomes Slow.

(cursed chest piece): Gives no armour bonus and wearer gains the Finite Life trait.

(cursed chest piece): Gives no armour bonus and wearer gains Lightning +2. (Other types could give other vulnerabilities.)

(cursed amulet): Gives the wearer Channeling -1.

(cursed amulet): Enchantments that have been cast on the wearer gain Magebind +2. (Except curses, which gain Magebind -2 instead.)

(cursed gloves): Whenever the wearer makes a non-spell ranged or melee attack, gives a chance for attack to miss.

2
General Questions / Re: Spell Defenses?
« on: August 11, 2012, 07:33:24 AM »
Aside from the increased points cost, the only limitations seem to be certain spells that can only be taken by a specific type of mage (eg. Lair - Beastmaster Only) or one trained in a particular school of magic (eg. Death Link - Dark Mage Only).

3
Spells / Re: Spells you would like to see
« on: August 11, 2012, 05:03:36 AM »
One for the Druid.

Regrowth. (Incantation - Nature)

Heal target Plant the amount rolled on (x) attack dice.

(Note: Unlike Heal spells, this would work on plant Conjurations as well as plant creatures.)

4
Spells / Re: Spells you would like to see
« on: August 11, 2012, 04:53:32 AM »
Fortify. (Enchantment - Earth)
Target: Nonliving Corporeal Conjuration.
Imbues the target with the strengh of stone, increasing its armour.

5
Spells / Re: Spells you would like to see
« on: August 11, 2012, 04:32:51 AM »
Self-Destruct. (Enchantment) Target: Friendly Corporeal Nonliving Creature.
Turns the target creature into a walking bomb. When the Enchantment is revealed, the caster may destroy the creature to make an Unavoidable Zone Attack in the zone the creature occupied.

Alternatively, this could be a spell you could cast on a Nonliving Conjuration, when enemies start smashing up your Monolith or Idol or whatever, Boom!

6
Spells / Re: Spells you would like to see
« on: August 11, 2012, 04:24:43 AM »
Salvage. (Incantation)
Take a Nonliving Corporeal Conjuration from your discard pile and return it to your Spellbook.

7
Spells / Re: Spells you would like to see
« on: August 10, 2012, 05:27:48 PM »
Quagmire.
Enchantment.  School: Earth.  Target: Zone.
Corporeal non-Flying creatures require a full action to enter or leave this zone.

8
Spells / Re: Spells you would like to see
« on: August 10, 2012, 05:23:15 PM »
With regards to time control spells, how about an enchantment that encases a zone in a bubble of 'slow time'? Entering or leaving the zone would require a full action and any action taken within the zone would also require a full action. This would mean that mages would be unable to use their quickcast action within the zone as all spells there would require full actions.

9
Spells / Re: Spells you would like to see
« on: August 08, 2012, 09:16:22 AM »
I would like to see a Repair spell (Incantation) you could cast to heal damage to Conjurations (Nonliving, Corporeal only) essentially 'glueing a damaged conjuration back together again'. (Of course in order to work, it would have to be able to ignore the Finite Life trait.) Perhaps it could also be used to heal damage to Nonliving creatures such as golems and skeletons.

I would also like to see a Rebuild spell (Incantation) which could be cast on a Conjuration (Nonliving, Corporeal only)that had just been destroyed, returning it to play in the same zone it occupied before it was destroyed. Essentially a Resurrection spell for Conjurations. Again, perhaps it could also be used to reasemble Nonliving creatures such as golems and skeletons.

A spell I would like to see for the Necromancer would be an Animate Dead spell (Incantation). You could cast it on a living Non-Legendary Non-Mage creature that had just been killed and return it to play under your control, giving it the Nonliving Trait.

10
World and Lore / Voltari
« on: August 07, 2012, 06:09:15 AM »
Wizards apprently believe that the plane of Voltari is the source of magic and are able to open gates to this plane and summon strange creatures from it. What is actually known about this plane, has anyone from Etheria actually travelled there (and returned to tell the tale)?

11
World and Lore / The Bloodwave
« on: August 07, 2012, 06:05:02 AM »
The 'World of Etheria' section of the website mentions that both Straywood and Sortilege have forces monitoring the lands of the Bloodwave; older background information states that the Bloodwave are composed of orcs and goblinoids and that they have launched several invasions in the past. With art released showing that the upcoming Warlord is an orc mage (specialising in the War school), is there any more background information available?

12
General Discussion / Re: What's your first mage going to be?
« on: August 06, 2012, 06:53:25 PM »
I would probably choose a Necromancer as well. Having said that however, the Warlord looks interesting as well.

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