I like the idea but wonder if it's going to work out as intended and as often as intended.
These abilities assume there are going to be multiple weapons and various non-weapon equipment for the same slots that are going to be effective against 1 mage which I think will not be the case.
What if this "quick equipment" was refunded and returned to your Spellbook at the end of that attack ? That way you could really have equipment popping up and disappearing again with every attack, and it would keep it safe from dissolve as well. And you could still play "sticky" equipment as normal ( like rings etc )
And finally, you would have to keep roughly 4-8 mana aside every round for the entire game to fuel this ability. Not sure if that will be possible with a 9 channeling mage as this means you have like 4-8 mana less to build up.
I imagine that the chest armor will generally be one of the least swapped pieces of gear for that very reason. However, I can still see it being swapped if the enemy mage uses a utility attack spell (Chitin Armor against acid (once it's released), Wind Wyvern Hide against Jet Stream, etc.). It would also be extremely useful against toolbox Wizards. The Adramelech Warlock is probably one of the worst match-ups (since she's more long-range and focused almost purely on fire), but if for example the Male Warlock equipped Sectarus and was using fire attack spells, the Artificer could switch between Harshforge Plate (to counter curses) and Dragonscale Hauberk (to counter the fire attacks). I do think changing weapons and other armor pieces will be more generally useful though.
I considered having the equipment be returned after an attack ended, but I decided the ability wouldn't be strong enough. One of the most powerful aspects of this ability is the ability to quickly assemble an entire set of armor if you're being attacked. I also think that keeping the equipment safe from dissolves would lead to less fun for both the mage and his opponents. Having the Artificer start with an absurd amount of equipment variety and potentially get it slowly whittled down over the course of the game means he'll have to adapt and possibly start using less-than-optimal equipment to fill in the gaps. It ensures that targeting his equipment isn't completely pointless, but should only be used when you absolutely cannot deal with a specific piece of gear. I am still debating whether equipment which you quick-swap should be returned to your spellbook immediately or at the end of each round (since it would make it a lot easier to keep track of what you've used).
Yes, you would generally have to keep mana aside every round for this ability. That gives the mage a weakness that can be exploited (draining his mana will cripple him), but I don't think it's a massive hindrance. He wants to be casting a lot of equipment anyway, and he was never really designed with long-term economy in mind (similar to most 9-channeling mages). So I don't think needing to store some mana would hurt him too badly.
Pretty sure this is in the wrong section. Should be in the creative section under "custom cards". Also the title of this thread is misleading. Makes people think it's actually a new Mage rather than an idea for a Mage.
I hadn't actually thought about how the title might be misleading... I'll try to edit it for clarification.
The idea of a mages switching weapons could be fun, but I'm not really sure I like the idea he can use "mage only" equipment of the other mages. He should get his own personalized gear.
Secondly: I'm not really sure what he's new flavor to the game would be. We already have the dwarf focusing on weapons. (And I guess the Paladin too)
The concept simply wouldn't work without him having access to (virtually) all restricted gear. There's simply not a lot of (powerful) standard gear at the moment (especially weapons). It also makes sense thematically: he specializes in using other mages' equipment instead of his own. If he couldn't use restricted gear, then he would need a truly massive amount of personalized gear which covered a lot of the same ground as pre-existing gear.
The dwarf Warlord does somewhat focus on equipment, but not nearly to this extent. The Artificer is basically an experiment of mine to see what would happen if mages could specialize in types of spells instead of just schools. I'm considering designing a Conjuration focused mage as well.
Midgame/lategame the artificer will probably be able to cast a big bad creature every round with his mana surplus. They can do the job while he teleports away to safety after spwning the big baddy...
With both war and arcane AND all equipment, he has access to a huge ammount of spells at level cost!!
There's no reason for the artificer using attack spells, if he needs certain traits (piercing, or a damage type) on an attack to deal with certain conjurations/creatures, he can just change weapons or cast a creature with these traits. As for enchantments, there will be a few outside the war or arcane school which will cost tripple (a few bear strengths and cheetah speeds for extra hits and running to safety (he's allready elusive!), circle of fire and circle of lightning...)
I am strongly considering changing him to War & Mind instead of War & Arcane. Arcane seems more thematic in general, which is why I originally went with it.
I also thought about giving him a 3x penalty towards most creatures, but I didn't want to make him too similar to the Forcemaster so I had to come up with something else. I agree that just paying triple for attack spells would almost definitely let him off too easily (although it does somewhat hinder his ability to dish out long-range damage without remaining stationary), which is why I included the enchantment penalty as well. The main reason I chose that particular detriment (as you described) is that I didn't want him to be able to easily buff himself or his creatures with nature enchantments.
I'm not sure he'll really have a massive amount of surplus mana. He still has to pay for all his initial equipment, and most mages (to my knowledge) don't typically waste mana by swapping out equipment. So he'll probably have a similar mid/late-game economy to most 9-channeling mages.
Great discussion, but yes this should be in the creative section of the forums.
Sorry, my bad. There were new mage ideas in both this subforum as well as the "custom cards" one, so I wasn't sure where to put it.