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Author Topic: Mages that you would like to see in the game  (Read 328333 times)

The Dude

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Re: Mages that you would like to see in the game
« Reply #105 on: March 21, 2013, 01:02:10 AM »
Uhmm. I just thought about this last night and had to bring it to the table. Why are there no dragons? I mean, I know, you are thinking, ugh, what is this, a fantasy game? But STILL. Dragons are incredibad, and should at least be options. You could even introduce them through a dragon shaman class type, whose schools could be mind and fire (intelligent/firebreathing), and have them channel the form of dragons/ride them/kick all ass with them, etc.
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Aarrow

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Re: Mages that you would like to see in the game
« Reply #106 on: March 21, 2013, 09:09:04 AM »
Dragons are an awesome idea!
One for each school,... something like:

Ra
42 Casting Cost
8 Holy School  & 1 Fire & 1 Mind
5 Armor 20 Life
Upkeep 10
Haste (action counter ready when summoned)
Flying
Psychic Immunity, Holy -5, Dark +5
Quick- Firebreathing 6 Fire Damage to all objects in two adjacent zones
Full- Holy Might, 12 Holy Damage unavoidable, ethereal, may not target Holy objects.  Ra becomes incapacitated until his next activation

dexmark

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Re: Mages that you would like to see in the game
« Reply #107 on: March 22, 2013, 08:43:47 AM »
Reposting here from: http://magewars.com/jsite/forum/mages/9516-hoping-4-new-power-mage-blood-magic-vampire-lord

Mage: Blood Mage power / Vampire Lord

I played a few PC/Console RPG before (without naming them) and they always hunt down people who practice blood magic.

Currently we have Dark Magic that has Drain Life. I am wondering if it would be a cool idea to expand on this Blood Magic and focus on Zone attacks, Ghouls, Drain Life, Life Well and others.

I really like the idea of a New Mage: Vampire Lord with powers like:

Vampire Minions:
Once per round when the Vampire Lord declares an attack on a living creature, he may pay 2 health to add a vampirism effect on its melee attack. On a roll of 8~12 the living creature turns into a vampire and serves the new master. Up to a max of 2 Vampire followers allowed. (Vampirism can be removed by condition removal with a cost of X health + X mana where X is the level of the creature)

Batform: As a quick action, the mage may pay 2 health and turn into a flying bat and gain fast until the end of the round. In batform the melee attack is 2 dice + Rot effect

Lives forever: Regen + 4

Additional Creatures:

- More Vampire
- More Werewolf
- Vampire Dogs
- Vampire Bats

Additional Weapons/Equipment:
- Relic sword
- Day Walker Armor (2 Shield + -2 to light spells)

Creature Weaknesses: Water spells

Attack Spells: Blood Magic

Cost mana and life to cast.

Conjuration:

Tomb - During upkeep and if the Vampire Lord is in the same zone, he can use the tomb and heal himself for 2 health.

What do you guys think? Way off or too much for a new game to introduce new magic?

dexmark

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Re: Mages that you would like to see in the game
« Reply #108 on: March 22, 2013, 04:35:27 PM »
Another Mage I like to see that will be cool:

VOODOO Mage:Dark Magic/Nature/Water

Abilities:

A Voodoo mage is a mage that has high ability in cursing his opponent (Corruption). The ability to inflict pain at a distant without the opponent even knowing it. The ability to curse an opponent by giving them "conditions" or corruption. One key aspect on a Voodoo mage is to try to cast a spell or an ability to steal/disenchant/dispel something from the opponent. With the stolen item or disenchated spell, may use it as against the opponent to do a variety of things (like reduce attack, upkeep damage, weakness and other condition based damage).

This is a variant of a witch.

For example:

Voodoo Curse:
- The opponent is a Wizard with an Elemental wand (level 2).
- The Voodoo mage steals this item using an innate ability or a spell tied to Voodoo (2 mana + Level of item = 4 mana).
- The Voodoo will have a special Voodoo mage specific rule or container for captured items/spells/enchantment.
- Next turn the Voodoo mage cast a curse using the stolen's item level (initial investment of 4 mana) to inflict damage to the user during upkeep phase (4 mana to cast) with an upkeep cost or cast a weakness to the mage (6 mana) or cast a reduce channeling to the mage (2 mana).

The point here is that some mana/cost was already spent during a prior turn so the next spell that will be cast against the opponent should be slightly cheaper to cast because a pre--condition was already met.

Balancing can be done here. Yes a little slow to start to meet the pre-condition but the next turn the cost is reduced due to a pre-condition was met (i.e. a stolen equipment, disenchanted enchantment and others)

There could be a variety here where an enchantment (buff) from the opposing mage was removed and the curse that can be rendered to the opponent is reduce channeling by X-1 where X is the level of the enchantment.

To play this Voodoo mage, one needs to use the environment/equipment/spells used by the opposing mage against them. This Voodoo mage will place bad things around the environment (zone) to inflict pain to the opponent.  A special conjuration/trap can be created for the Voodoo mage that grants the mage mana for each non-friendly creature that takes damage in the zone.

Other stuff:

Hypnotic Stare: - The Voodoo mage should also be good in chanting or mind controlling the opponent.

Corrupted Link- The Voodoo mage can poison or curse or corrupt a conjuration of the opponent to either use the conjuration for the Voodoo mage himself or render it useless or corrupted actually transfer mana to himself.

ex: Imagine a Mana Crystal that was corrupted (5 mana) by the Voodoo Mage. This opposing Mana Crystal is now owned by the Voodoo mage. No need to destroy it, right? Now the zone exlusive Mana Crystal is part of the Voodoo Mage mana source until the corruption is destroyed (similar to Tangle Vine but on Conjuration and or creatures).

Corrupted Mind - Similar to mind control for mind magic but this is more dark magic. The creature is mind controlled by the Voodoo mage and each upkeep loses 2 life.  

This is a good power because you corrupted the mind of the creature. The owner of that creature will try to dispel or remove your corruption next turn but if too late the creature will lose life.  The Voodoo mage will eventually kill this creature after a few upkeep.

Inflict Pain: - A curse that increases any upkeep damage on a creature by 1 point. So let us say the opposing mage already is in a poison Zone (2 damage) and with Ghoul rot (2 damage) this curse increases both of those by 1 damage = 6 damage.  This is hopefully a spell that will increase Damage Over Time spells (DOT). it will also help any players who want to build DOT type of mages.

What do you think? Do you think there would be interest in this type of mage? It's really a different type of strategy.

Of course this mage will come with monsters as well:

- Swamp creatures
- Corrupted Treant
- Gigantic Rats

dexmark

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Re: Mages that you would like to see in the game
« Reply #109 on: March 22, 2013, 05:50:59 PM »
Another cool mage:

WeaponMaster Mage: War Magic

This mage magic is that he is attune to all equipment spells that his main ability is to be able to switch between weapons easily as a quick cast for 1 mana and as a free action use the ability of the weapon (and pay it's cost).

This mage will come with X amount of weapons tied to him (Melee, Canon, Guns, Bombs). He can quickly cast mana to equip and use it for certain scenarios.

WeaponMaster backpack:-Samurai Sword (pay 1 mana to equipped a Samurai sword + 5 Melee + Bleed <-- bleed condition)
-Gatling Gun (pay 1 mana to equpped a Galing gun + 3 Zone attack + Run for cover <- new push type)
-Time Bomb (pay 1 mana to equip time bomb (pay 2 mana to put a trap on a zone 0-1 - 3 dice + Burn)
- Cannon (pay 1 mana to equip Cannon (pay 7 mana attack dice + slam effect)

Utlitlity Belt:as a quick spell: pay 1 mana to equip previously equipped items instantly instead of paying the total casting cost and get a free action to use the equipment

Quick Draw: The casting cost of equipment spell is reduced by 1 mana

metadust

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Re: Mages that you would like to see in the game
« Reply #110 on: March 25, 2013, 12:44:37 AM »
The Apprentice: A School-less mage that uses a new class of spell, the Cantrip.
Additionally aside from having "The Fundamentals" of magic at their disposal, the apprentice has to be double cost to implement ANY spell that has a designated school.

Cantrips: The cost of Cantrips are not modified by any mage (except made cheaper to the apprentice) because they belong to no school, allowing anyone to utilize them. Main focus on being a wide variety of versatile spells, but also spells that fit no niche. If you need massive bruiser type monsters to make good guards, or walls that can hold back packs of goblins you may need to look elsewhere. Cantrips are the quick and easy route to having a solution for a lot of problems when your current options may not be viable. Mostly valued for their cost effectiveness towards your mana and your spellbook, it would be a cheap way for mages to get spells with abilities "outside of their school" without them having to commit to very cost heavy spells from opposed schools.

Additionally a nice pairing item for the apprentice would be
The Master's Wand: Apprentice only When equipped, you can choose 2 separate cantrips to prepare in a round, in addition to your two prepared spells chosen during the planning phase.

Throw in a few sentient brooms that can sweep enemies off their feet, as well as clean up status effects on friendly creatures and we're in business.
Magician's Cap: Apprentice only Upkeep: 2/4/6 channeling, for every 2CP spent, summon a broom servant (max of 3). When a servant is struck down, on your next upkeep phase for every servant you are paying for, summon another. (Servants are 4 mana to summon).

Broom Servant: No armor, low health. Capacity to daze or otherwise pester enemies (sweeps them into adjacent zones/into walls)

DarkForceMaster

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Re: Mages that you would like to see in the game
« Reply #111 on: March 25, 2013, 03:13:18 PM »
I like that idea. The broom stick servant, Its like Micky mouse's servants from fantasia 2000.  ;)
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Taruslar

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Re: Mages that you would like to see in the game
« Reply #112 on: March 26, 2013, 10:59:00 AM »
The Runemaster:

Trained in Arcane and another school of his choice to give his playstyle a direction, all other school costs triple.

Runes are very powerfull and heavy to construct. Normally you need two rounds (construct and complete) to cast a rune.The runemaster is able to construct a rune with a quickaction and complete it with a free action, in the same round. Also he can use that free-action to complete other incomplete runes in the game which gives him the possibility to construct a new rune and complete the same one or construct a new one and complete another one which was placed rounds before. All other mages need 2 rounds and have to use two quickactions, in each round one, to complete their runes. Incomplete runes are placed face down.

Once per Round, the rune master may pay one mana to give one of his active Runes a magical boost to make it immune against all kind of attacks and all kind of spells. Spells which are used on a boosted rune are discarded with no funktion.

New Underschool from Enchantments and Conjurations: Runes

They work like enchantments but also have a healthpool (with incorporeal trait) so they can be destroyed by attacks or incantations like dispell, purge magic.

They can be placed on creatures, zones, conjurations and equipment. To construct and complete a rune u need 2 rounds. In round one you need a quickaction to construct it, in round two u need a quick action to complete it but u can choose when you use the quickaction to complete the rune.
For Example: Construct the rune in round one and complete it in round six.The Runemaster has other rules which are explained at the top.

As Conjurations they have following traits: Nonliving, Incorporeal, burnproof, zone exclusive.
Powerfull runes are legendary, unique, epic. Powerfull runes could stack other traits.

The runes are designed based on the different schools.

Here some examples:

Equipmentrunes:

only one rune can be placed on an equipment.

Rune of Power ( Arcane, Underschool enchantment): This equipment gains the channel+ 1 trait which stacks with other channel traits. If the Runemaster give that rune a magical boost this Equipment gets also immunity against attacks and spells.

Dark school:

Rune of Destruction (Undertype of enchantment): Can be placed only at conjurations. During the upkeep-phase this conjuration takes 2 direct damage.

Rune of Destruction (Undertype of enchantment ): Can be placed at Eqipment. If this rune is completed, this equipment gets a token which starts at three. Every round during the upkeep-phase it looses one token. If there are zero tokens on this equipment it gets destroyed.

Circle of Destruction(Undertype Conjuration): Can be placed into zones. In every round, any enemy creature who enters that zone or stands in that zone while this rune is completed takes 2 direkt damage.

Holy school:

Rune of Protection: Can be placed only at Conjurations. This conjuration gets 2 armor.
Another rune of Protection: Can be placed on Creatures. This creature gets the Aegis+1 trait, it stacks with another Aegis-trait.

Fire school:

Rune of Fire: This creature gains the fire+ 1 trait. This stacks with other fire traits. Does not work on creatures with fire immunity.

Mind school:

Rune of Illusion ( Zone Conjuration): If a friendly creature enters or stands in that zone while the rune is completed, an Illusion is constructed. This Illusion has no stats and can do nothing. It is destroyed with one attack or leaving the zone, but can built again with entering again that zone with the rune. Take a copy from the existing cardpool for the illusion. 2 Tokens are placed face down on both creatures. Choose your Illusion and place the mark with Illusion face down on the card and on the other one face down with Living Creature. For that rune it would be nice to have a second copy of all mages. If a creatures with psychic immunity will attack u have to tell your opponent which is the real creature.

I think they are many possibilities for the runemaster and with creativity this mage will be very interesting to play.

Xiara

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Re: Mages that you would like to see in the game
« Reply #113 on: March 27, 2013, 12:32:44 AM »
Just a few random ideas....

Blood Mage
Illusionist/Enchanter
Bard/Minstrel/Dirge
Swordsinger/Bladedancer
Arcane Archer
Alchemist
Frost Mage


I really like the idea of the Wild Mage too. Blood Mage and Illusionist are my two high hopes.

metadust

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Re: Mages that you would like to see in the game
« Reply #114 on: March 27, 2013, 02:51:06 PM »
The Artificer: A Specialist in crafting magical weapons and equipment. The Artificer (literally) wields a magic forge hammer like no other.

The Artificer is a Conjuror/Equipment/Creature powerhouse, preferring to equip himself and his forces with powerful equipment that bestow additional combat abilities to those wielding them.

The Deep Forge: [Acts as the Artificer's lair] During the planning phase, prepare an Equipment card to be created by the forge (During action phase, can be equipped to adjacent creatures.)

Disciples: The Artificer has a group of apprentices that are all training in the uses of artifacts, the 3-5 of them have slightly varied stats and abilities, and it is up to the player to determine which members get what equipment to determine their role in battle. Some are by default slightly beefier, some weaker with low/no armor but a special trait to allow them higher mobility, when modified with equipment they will all dynamically gain different combat roles {Guardian, Sniper, Flier, whatever}. So there is this pseudo-squad creation mechanics within the Artificers spellbook.

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Re: Mages that you would like to see in the game
« Reply #115 on: March 27, 2013, 04:24:11 PM »
I like what you have here with the Artificer!
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metadust

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Re: Mages that you would like to see in the game
« Reply #116 on: March 28, 2013, 04:12:03 AM »
I enjoy doing a bit of writing as a thought experiment kind of deal, having mage wars give it context is all the better.

The Martial Artisan: An Attack/Enchantment heavy mage, Mind & Air for schools. The Artisan has established mind based hand to hand combat techniques. The Progenitor of the mind over fist philosophy that established a sacred order of monks.

Martial Techniques: Attack spells are more centric on modifying melee attacks, can be used by the mage or by creatures with the monk descriptor. Enchantments grant this mage/fellow monks fighting stances that augment their combat abilities; people can become human walls that are impassable, and they can deliver harsh blows from a distance that can send foes flying.

Meant to be a direct combat mage, In general I'd like to see more mages with viable configurations and spells for other mages that allow for less reliance on having creatures deployed. At the least conjurations and enchantments that will assist in shutting down creature rushes (structures that are linked to an enemy mage, causing them mana/channeling for having a large number of creatures summoned, some kind of draining spell that scales to number of creatures summoned.)

I think I really phoned this one in, although I do enjoy to take a bit of time just to try and come up with a mage with a bit of a theme and mechanic. Really can't wait for more news on the next expansion.

metadust

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Re: Mages that you would like to see in the game
« Reply #117 on: March 28, 2013, 07:57:57 PM »
The Elementalists: Mages dedicated to controlling the very elements themselves.
Four separate mages here that all focus on using their native elements, being outcasts/nomads in a sense they all have the major school of nature.

The Cryomancer: Ice & Water magic, creatures ranging from elementals to polar bears. A passive mage that has more zone control with walling and ways to make zones uninhabitable to fliers (blizzard) and hard to fight on if you aren't made of ice (Tundra).

The Pyromancer: Fire magic, creatures being elementals and fiery familiars (fire wolves, etc), more of a direct damage nature offshoot of the warlock, more focus on support (from attacks and enchants/incants) while boasting a sizeable force of creatures.

The Aeromancer: Air magic, creatures being elementals, airborne creatures, and ents (massive tree beings). The passive support mage of the bunch, direct combat is less of an option, but high mobility spells and the ability to push around enemies shouldn't be taken lightly (I made a funny!)

The Geomancer: Earth magic, creatures being golems, and more heavier set animals (elephants are cool). Highly defensible and very hearty with enchants, resistant to being moved forcibly.

Being that the elements are minor schools so everyone has to have a slice, expanding on that card type would really open up every mages ability to perform. These mages barely even need many creatures to come with them as they could all share druid/beastmaster (assuming the druid is nature, that is the high probability though.) If anything a small spattering of non specific creatures would be better, to have on the flip side more elemental based creatures, that would translate well to all other mages as well.

metadust

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Re: Mages that you would like to see in the game
« Reply #118 on: March 29, 2013, 09:45:46 PM »
The Technomancer: A Technological mage, inventing creatures and weapons is just as good as summoning them I'd say.

Wall Mounted Turret: A Wall with a ranged attack, that is either automated making the wall a creature and giving it it's own action, or has to be used by an adjacent creature to fire to the opposite side of the wall using a full action. Firing on a target has a chance to cause suppression/stun. making an area that requires a lot of attention otherwise it is given free reign a zone. (Does not have extendable keyword like most walls)

Clockwork minions: Metal men ready to devastate those in the Technomancer's path, special ability is that they halve the cost of equipment put on them if they have the 'gadget' keyword.

Technomancer Equipment
*Jetpack: Gives unit flying, when unit takes damage d12 roll to determine if they pack detonates or not.
*Death Ray: Equips unit with a 0-1 ranged attack that doe fire damage. {has burn trait}
*Launcher pod: Equips unit with a 1-2 ranged attack that can either burn or daze all units in an area. {Costs mana to fire, burn costs more than daze.}
*Bomb Chassis: Unit has a bomb in them, upon death they detonate hurting everyone in the zone. Pay additional mana to manually detonate them and damage everyone in same zone.

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Re: Mages that you would like to see in the game
« Reply #119 on: March 30, 2013, 02:22:59 AM »
I like the idea of a technomancer, but I'd also like to see an Elementalist with access to all of the elemental schools.
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