Mage Wars Spell Ideas
Images are not mine but just inspiration for the cards.
Name: Lightsword Prison
Spell Type: Conjuration
Sub-type: Light
Mana: 15
Range: 0-2
Target: Non-Mage Creature
Keywords: Indestructible, Epic, Disspiate X, Holy Mage Only
Effect: When you reveal Lightsword Prison roll 2 attack dice. Target creature receives direct light damage equal to the
result + 1 and gains Light + X and Anchored. While Lightsword Prison has 4 or more dissipate tokens, target creature is
incapacitated, otherwise it is restrained. Uncontainable creatures can be restrained by Lightsword Prison. If target is a
non-living or dark creature it receives 2 direct light damage every upkeep phase. X = damage dealt by Lightsword Prison on
its initial activation.
Name: Swift Justice
Spell Type: Equipment
Sub-type:
Mana: 8
Range: 0-2
Target: Mage
Equipment slot: Weapon
Keywords: Paladin Only, Defense 8+(1x)
Attack:(Quick Action)(Melee) 3 Dice, Light, Ethereal, Charge + 2, +2 vs Dark and Non-living creatures.
Effect: When Swift Justice is used in a counterstrike attack, it gains the Unavoidable and Piercing + 2 traits and an
effect roll of Bleed 4+. Whenever this mage gains a guard marker flip this weapon's ready marker to the ready side.
Female Paladin Mage
Sub-type: Ivarium
Human Creature
Effects
Royal Duelist: When this mage successfully avoids an attack with a defense roll she gains 1 valor. While there is 2 or more
valor tokens on this mage, she gains the Elusive trait. At the end of the round if you currently have the initiative, you
may spend 6 valor tokens to retain it until the end of the next round.
En Garde: Whenever this mage loses a guard marker after being melee attacked, she may spend 2 valor to gain a guard marker.
Divine Footwork: This mage adds +3 to all of her defense rolls -1 per armor gained through equipment up to a minimum of 0.
Built-in Attack:(Quick Action)(Melee) 3 Dice
Name: Godspeed Gauntlents
Spell Type: Equipment
Mana: 3
Range: 0-2
Target: Mage
Equipment slot: Hands
Keywords: Paladin Only
Effect: When equipped mage is guarding and is target of a melee attack, you may counterstrike first before the attacker's
attack. The counterstrike is moved just before the attacker's roll dice step.
Name: Blitz Dagger
Spell Type: Equipment
Mana: 6
Range: 0-2
Target: Mage
Equipment slot: Sword or Shield
Keywords: Paladin Only
Attack: (Quick Action)(Melee) 2 Dice, Light, Bleed 8+
Effect: When your mage makes a counterstrike you may pay 1 valor to make the above attack as part of that counterstrike the
same manner as the doublestrike trait.
Name: Boots of Flight
Mana: 6
Range: 0-2
Spell Type: Equipment
Target: Mage
Equipment slot: Feet
Keywords: Paladin Only
Effect: At the start of this mage's action phase, you may pay 2 mana to gain the flying trait until the end of its current
action phase.
Name: Greaves of Haste
Mana: 5
Range: 0-2
Spell Type: Equipment
Target: Mage
Equipment slot: Legs
Keywords: War Mage Only, Armor + 1
Effect: Mage gains the fast trait when you have the initiative.
Name: Sanctuary in the Sky
Mana: 6
Range: 0-1
Spell Type: Conjuration
Sub-type: Temple
Target: Zone
Stats: Health = 10, Armor = 2
Keywords: Epic, Flying, Paladin Only
Effect: Everytime you spend valor to activate an effect or ability place 1 valor on Sanctuary in the sky. Once per round
you may make a cleric creature you control spend a full action to heal a friendly creature anywhere in the arena equal to
the result on X Dice or make your mage gain mana equal to X, then remove all valor tokens on Sanctuary in the Sky. X =
valor tokens on Sanctuary in the Sky.