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Author Topic: Mage Concept - Trueborn  (Read 3609 times)

Milevan_Faent

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Mage Concept - Trueborn
« on: July 10, 2016, 05:18:16 AM »
Trueborn

Spell Point Limit: 120
Health: 30
Armor: 0
Channeling: 0 (wait, don’t stop reading yet! Just keep going, it’ll make sense in a sec!)

Creature: Human

Training: Trained in Level 1 of all schools. Level 3 or higher Spells cost triple during spellbook construction.

Abilities

Mana Collecting: Trueborn cannot Channel Mana. Spend a Quick Action to gather Mana from the surrounding area, gaining 6 Mana + 1 per object with Mana within 1 Zone. If you would gain Channeling, instead increase the amount of Mana gained by that amount. ((before you freak out, note: you can spend 2 Quick Actions a turn))

Mana Siphon: Full ;; Ranged ;; 1-2 ;; Arcane ;; X damage ;; Mana Transfer Y
X is 2 if you have used your Quick Cast Action this turn, or 4 if you have not. Y is equal to the damage you deal. If you use this attack, you cannot use Quick Cast for the rest of this turn.

Basic Melee Attack ;; Quick ;; Melee ;; 0-0 ;; 3 damage

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Concept: A Trueborn is a mage born with a natural instinct for understanding and manipulating Magic. They do NOT however have any talent at learning it the traditional way. As such, Trueborn are often masters of none, specializing in no particular school, but able to use a bit of everything instinctively with little to no formal training. While they will never have the raw power of a traditional mage, they bring a unique level of flexibility unheard of in any other mage.

As a playstyle, it’s a bit of a mixed bag. While the character favors mana suppression (draining away the enemy’s mana), they are perfectly capable of playing a variety of different strategies that use their Mana manipulation as a fuel instead of a focus.

Examples of Trueborn only spells:

Mana Absorption ;; Cost: 0 ;; Arcane 1 ;; Incantation ;; Quick ;; 0-0 ;; Target: Non-mage creature, enchantment, or conjuration
Destroy target object, then gain Mana equal to half of its cost. At the end of this round, you take damage equal to the amount of Mana you have.

Mana Blast ;; Cost: X ;; Mind 1 ;; Attack ;; Full ;; 0-Z ;; Target: Creature or Conjuration
Ranged ;; Y Damage ;; d12 - (12-Y)+ Slam, Ethereal
Epic - Cantrip
If you have any Mana left after casting this spell, it loses Cantrip. X = any number from 1 to 12 of your choice. Y = half of X. Z = half of Y. ((So if X = 12, you pay 12 mana, you deal 6 dice worth of damage, a 6 or higher will Slam, and you can hit anything up to 3 zones away. Of course, if you didn’t wait until you could drain all of your mana, you also just lost the card too.)

Imbued Crystal ;; Cost: 4+X ;; Dark 1 ;; Equipment ;; Amulet ;; Quick ;; 0-2 ;; Target: Mage
Epic
Bind 1 Spell to this card and reveal it. All of your Spells that you cast become the School of the Spell, any Damage you deal (aside from with your Basic Melee Attack) gain any Damage Type from that Spell, and any d12 effects are applied to all of your Attacks and damage-dealing Incantations. X equal the cost of the Spell.
« Last Edit: July 16, 2016, 12:18:18 AM by Milevan_Faent »