November 21, 2024, 08:34:41 PM

Author Topic: Monstrous Lurker  (Read 36769 times)

JasonBourneZombie

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Re: Monstrous Lurker
« Reply #60 on: August 01, 2015, 03:02:55 PM »
6 mana.          Metamorphose.        Incantation.
Range 0-2.        Target: Friendly Non-Mage Creature.        Full cast.       Level 3 Arcane.

You may replace target creature with a higher mana cost creature from your spellbook by paying the difference in their mana costs. Transfer all conditions and markers, including damage and mana.



Alright. At Gencon, and I've finally wrapped my head around this idea. Probably a little more fair.

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Halewijn

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Re: Monstrous Lurker
« Reply #61 on: August 01, 2015, 05:34:03 PM »
seems very cool. I would still add that they need the same subtype. (note: "soldier" is not the same as "soldier, undead")

And maybe a quick cast instead of full?

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ringkichard

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Re: Monstrous Lurker
« Reply #62 on: August 02, 2015, 09:16:26 AM »
It's theme is metamorphosis, probably actually needs to be different subtypes. You can cut zombies and incorporeal creatures out by requiring that both creatures be living, which makes thematic sense anyway.
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ringkichard

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Re: Monstrous Lurker
« Reply #63 on: August 03, 2015, 12:14:02 AM »
The real balancing issue you'd need to check is to see if there's starting creatures with markers that shouldn't ever be put on other higher level creatures.
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #64 on: August 03, 2015, 09:47:33 PM »
True about conditions. Some come to mind, now that I think about it. Imagining a team game where pet, eternal servant, blood reaper, vet, and other mage specific tokens could be abused. Eternal servant Brogan would be something of an issue.

As for balancing between subtypes/living status, I figured tying the cost of the spell to the difference in the creatures' mana costs would do the trick. In the examples I have in my head, this spell is still very fair to the opponent, if somewhat of a blindside.

I've got examples I've been using to keep the card fair. I've got turning damaged brogan or zombie brutes into a troll for healing purposes (Both being large creatures who take damage slowly) and it will still cost 8 mana to do, to say nothing of them ever turning back or the troll simply being killed. I also considered turning a falcon into adremalech once it was positioned, and that costs 24 mana still. The difference being a sudden unexpected legendary attacker right on top of you. Upgrading a leech in an opponent's square to a hydra costs 14 mana, and can be well worth it, but doesn't really save the casting mage any mana since s/he loses the leech.

What's the worst case scenario for sub type or living/unliving crossover I would have to fix the spell to prevent? I see that special condition markers need to be prohibited.
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #65 on: August 06, 2015, 12:02:57 PM »
2 mana. 2 mana mandatory reveal.           Fall back.         Enchantment.
Range 0-2.        Target: Friendly Creature.        Quick cast.       Level 1 War.

Fall back must be revealed during the avoid attack step of an attack targeting enchanted creature.

Move enchanted creature one zone away from the attacker.



Don't like the idea of mind having the only block type spell. Wanted to put a tactical spin on it too. The trade-offs are that this will dodge unavoidable melee attacks, but if you are well within attack range of a ranged attack, you will still be hit.
« Last Edit: August 08, 2015, 10:33:17 AM by JasonBourneZombie »
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #66 on: August 08, 2015, 12:34:32 PM »
Think I'll try a rundown of school mixes that we haven't seen much of yet.

Dark-Arcane:

15 mana.            Noxious Wight.         Creature. Spirit.
Range 0-0.        Full cast.       Level 2 Arcane. Level 2 Dark.

/ Armor
10 health

Unique. Upkeep 1. Incorporeal.

Corrupting Strike: melee. 4 dice. Ethereal. D5+ Hex. D9+ 2 Hex.

When a creature is destroyed, Noxious Wight reconstructs damage equal to the number of hex conditions on it.




Hex: counts as 1 damage and gives creature the upkeep +1 trait. Removal cost: 2.




« Last Edit: August 08, 2015, 12:41:38 PM by JasonBourneZombie »
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echephron

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Re: Monstrous Lurker
« Reply #67 on: August 08, 2015, 01:32:36 PM »
I like this hex condition idea, but the condition could use some balancing on the spirit creature itself. I equate it to a rot. I believe rot has a removal cost of 3, so this should too. I'd rather it not count as direct damage as well. upkeep+1 is enough. Mages can't gain upkeep effects(balance), so they are immune to it i guess? i am not sure.

No attack has a chance to place 2 rots. most of them are only on an 8-9+. He could maybe do 1 hex on a 5+, but then his attack dice should become 3. He is for cursing more than killing isnt he?

if other sources of hexing come out, Noxious Wights may heal too well. it limits the future inclusion of hex effects. Grey spirit has no heal, so why does this spirit? I don't like the idea of heal, but if you want it maybe: "when Noxious Wight deals damage to a creature, it may take one direct damage to place 1 hex condition on that creature. When a creature is destroyed, Noxious Wight reconstructs damage equal to the number of hex conditions on it."

What I would do with your idea is this guy; more focused on hexes than damage and without healing. he is semi-restrained too:

12 mana.            My Noxious Wight.         Creature. Spirit.
Range 0-0.        Full cast.       Level 2 Arcane. Level 2 Dark.

/ Armor
13 health

Not unique or legendary. Upkeep 1. Incorporeal. Restrained.

Hexing Shriek: range 0-2, indirect, full action, 0 dice, no damage, 3+ Hex
Strike: melee. quick action, 4 dice. Ethereal. 1manatransfer.
Hexing Strike: melee. full action, 2 dice. Ethereal. 5+ Hex 1manatransfer.

As a move action, My Noxious Wight may pay 1 mana to teleport to any zone which as a hex condition in it.
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #68 on: August 08, 2015, 02:47:53 PM »
A lot of the balancing issues you see with this creature are actually balancing mechanics I wanted to put on it. At first I wanted a strong sense of the creature wasting away, so I thought rot plus upkeep. I realized that was too broken, so I dropped it to 1 direct damage. It would be the in universe equivalent of a scar from a bad burn. The low removal cost was supposed to balance with the relative ease of application. The wizard mentality on this is that you are draining mana either way, and making the opponent pay up front isn't bad either. The direct damage was supposed to help with the lack of piercing.

As far as health and healing is concerned, you are probably right. I wanted something that a couple ethereal attacks could easily take out, but regular attackers would have to pile on to kill. Personally, I don't like the idea of a restrained ghost, though it might work as an in game mechanic.

Interesting sidebar. Upkeep +x applies to objects and mages are objects. So if you have a Mage with a high upkeep, you lose? Better reduce the hex count on the attack. Also means hex would need to be relatively rare or hard to place.

So how about this; the noxious wight I suggested except epic, 13 health and reconstructs 1 when a hexed creature dies. Hexes on a 5+. Hex places upkeep on creatures. Mages can pay with 1 life or 1 mana.

It can't live forever, you only get one, should have decent damage, and pulls off a poison/arcane feel.


« Last Edit: August 08, 2015, 02:53:19 PM by JasonBourneZombie »
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #69 on: August 09, 2015, 08:24:29 PM »
War-Nature

8 mana.            Gloves of the Brute.          Equipment. Gloves.
Range 0-2.        Quick cast.       Target Mage.        Level 2 Nature. Level 1 War.

Attack. Melee. Body Blow. 5 dice. D7+ push.


Idea being something vaguely apish in appearance granting heavy strikes. D7+ will let you throw someone through vines, or just into the wall of the arena. Probably need to lower the procc rate to be fair, but at present only the beastmasters can put this in their book for less than 5 spell points, so I think it evens somewhat.


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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #70 on: August 09, 2015, 09:15:45 PM »
Mind-Holy

7 mana.           Strike Dumb.          Incantation.
Range 0-1.        Quick cast.       Target Non-Mage enemy creature.         Level 1 Mind. Level 1 Holy.

Place a stun marker on target creature.


Not sure if this is weak or powerful. Like a combo fumble/stumble. I've also seen a forcemaster use mind control just to lock a creature for two turns.
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #71 on: August 10, 2015, 01:19:42 PM »
Here's a real nasty idea.

Dark-Mind

2 mana. 4X reveal.            Enthrall.          Enchantment. Curse.
Range 0-2.        Quick cast.       Target Non-Mage enemy creature.         Level 2 Mind. Level 2 Dark.

Unique.

Enthrall may only be revealed when enchanted creature is inactive.

You control enchanted creature. When Enthrall is destroyed, destroy enchanted creature. X = creature's level.


Like the idea, but I think it may need more oomph. Flavor idea is that you used dark/mind powers to simultaneously destroy a creature's mind and replace it with your will.
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #72 on: August 11, 2015, 12:46:02 PM »
I can tell you up front this is a strange mix.

Arcane-War

8 mana.            Deployment Matrix.           Conjuration.
Range 0-1.        Quick cast.       Zone.         Level 1 Arcane. Level 2 War.

2 Armor.
7 life.

Zone exclusive.

Once per round, you may teleport a friendly creature 1 zone in the direction of your choice by paying mana equal to its level.
« Last Edit: August 11, 2015, 01:01:03 PM by JasonBourneZombie »
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #73 on: August 13, 2015, 01:30:23 PM »
nature-holy has been done before, but this should be good.

Nature-Holy

13 mana.            Devoted Soldier.           Creature. Soldier
Range 0-0.        Full cast.       Zone.         Level 1 Holy. Level 1 Nature

1 Channeling.
1 Armor.
10 Life.

Familiar.

Sword Slash. Melee. 3 dice. 1 piercing.

Devoted Soldier may only cast enchantments targeting himself.
« Last Edit: August 13, 2015, 01:33:37 PM by JasonBourneZombie »
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #74 on: August 14, 2015, 10:50:29 AM »
Not terribly useful in a number of cases, but I expect it will be quite useful in a pinch.

Dark-War

5 mana.            Unholy Frenzy.           Incantation.
Range 0-2.        Quick Cast.       Target Non-Mage Creature.         Level 1 Dark. Level 1 War.

Target creature receives Bloodthirsty +4 until end of turn.



Balancing trade offs: unlike power strike, the target must attack a damaged living creature if it can, and only gets the bonus when it does. In return you get the bonus for the turn and twice the bonus in one cast.

Flip side of balancing occurs when you target an opponent's creature. They get the bonus, but can be tied up with any damaged living creature you care to sacrifice. Especially dodgers. This makes for important tactical plays where you don't want an enemy creature breaking off an attack to come after you.
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