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Messages - Knabbmaster

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31
Creative / Re: Mage ideas
« on: July 06, 2017, 05:11:24 AM »
Dragonspeaker

33 life      9 chanel

Training: Nature and fire schools and as well as all creatures with the Dragon subtype. Mind spells cost tripple.

Dragon's call
If you have prepared a creature with the dragon subtype. You may pay 12 mana instead of the normal casting cost. If you do place the card face down in your zone. Next deployment phase it gets summoned with 3 dissipate tokens on it. If that creature is still alive when the last dissipate token is removed place the card back into your spellbook and not the discard pile. Dragon's call can only be used twice per game.

Source of life
Energy brings life.
Whenever this mage makes a fire attack against a living creature you can declare to use this ability before rolling the dice. The same amount of attack dice are used but instead of dealing damage remove a damage from the creature for each damage rolled and ignore the effect die.

Basic melee attack: 3 dice

(Edit: i changed Dragon's call to be weaker.)

32
Creative / Re: Mage ideas
« on: July 05, 2017, 06:23:26 AM »
Monk

32 life     chanel 10
Traning: holy level 2 and mind level 2. War and dark spells cost tripple.

Peaceful mind.
During each upkeep phase you gain one aura token for every 10 mana in your supply. At the end of each round all aura tokes get discarded. When you have priority however you may spend any number of them to: gain 1 mana for each you spent, +1 melee until the end of the round or heal 1 damage.

Anticipation.
When an enemy attacks your mage you can spend mana equal to the attackers level and flip your mages action marker to dodge the attack.

Basic attack: quick, melee, 2 dice 7+ daze.
Huh. Reusable block ability seems kind of clunky. I would say you should make it cost 2 Mana as well, but I'm not entirely sure. if you want a holy/mind mage it's probably going to be REALLY tanky. All those defenses and healing and protection. You need some way to balance that.

Edit: NVM I see the mage is only trained in minor spells. It will probably have to get up close to attack the enemy or spend more spell points on a bigger creature or bigger attack spells. Maybe it would work as is?

Edit 2: what about mind's eye and thoughtspores? It seems like this mage would be much better at using them than the forcemaster.

Sent from my SAMSUNG-SM-J320A using Tapatalk

Yeah i'm not to happy with the block ability either. I'll change it so you spend the action before, (called Anticipation) only works vs melee and change the mana costs to 3 and 2 for minor. Now opponents can attack other things when you try to dodge but it still serves a purpose to protect the mage. Also now it feels like it will not be broken either against swarm nor solo mages.

Peaceful mind might make him a bit to powerful with as you said trained in holy, mind and now also 1-2 additional passive heal. Not sure of a good way to solve that at the moment.

And btw war and dark cost tripple. It was the other mage that only could cast level 1 spells.

33
General Discussion / Re: Alt necromancer and alt. Druid
« on: July 04, 2017, 02:52:18 PM »

 30 life, 9 chanel and same training as the other necro.

It is hard to take farwell.
Once per round when a friendly nonliving creature is destroyed you may prevent that destruction until the next upkeep phase by paying life equal to their level. You may also use it several rounds on the same creature.

With only 30 life it seems hard to give away some of those several times. She would need more life to begin with or a non-removable ability to gain life (kind of like the priestess, but dark and sad for sure).
I see your point and agree to some extent. But the reason i thought low life would be a good choice is that you for exempel could spend 1 life save a falcon and get 3 dice. She would directly turn life into damage very efficently and also it dosen't take actions. With a that monster of an ability i thought a limit would be important.

34
Creative / Re: Mage ideas
« on: July 04, 2017, 01:25:35 PM »
Elemantalist
(ok i am not really the first one on this forum to think of this mage  ;D)

Life 32    chanel 8
Training Fire, Water, Air and Earth schools. Non elemental spells of level 2 or higher cost tripple.

The elemantel cycle
Water, earth, fire, air. One element makes the next more powerful.
If the last spell you cast was a water spell the casting cost on earth spells are reduced by their level. If it was an earth spell fire spell gets reduced in the same manner, if it was a fire spell air spells get the discount and if it was air water spells gets it.

Aether field
Through the fifth element everything is conected
Whenever your mage casts a spell you may pay mana equal to its level in order to give it limitless range and ignore LoS.

Basic melee attack: 3 dice

35
Creative / Mage ideas
« on: July 04, 2017, 01:08:18 PM »
Monk

32 life     chanel 10
Traning: holy level 2 and mind level 2. War and dark spells cost tripple.

Peaceful mind.
During each upkeep phase you gain one aura token for every 10 mana in your supply. At the end of each round all aura tokes get discarded. When you have priority however you may spend any number of them to: gain 1 mana for each you spent, +1 melee until the end of the round or heal 1 damage.

Anticipation.
As an full action you may place your Anticipation token on your mage. When you are melee attacked you may spend 3 mana or 2 mana if the attacker is a minor level creature to dodge the attack. As long as you still spend the mana you can dodge any number of attacks but the token goes away at the end of the round and will need to be reassigned for furher use.

Basic attack: quick, melee, 2 dice 7+ daze.

36
General Discussion / Re: Alt necromancer and alt. Druid
« on: July 04, 2017, 09:31:46 AM »
I would like for an alternet Necromancer to be less evil to give the impression that death is sad and inevitable. It could be like a ten year old girl who is surrounded by misunderstood nonliving monsters. Here is my idea of what she could be like.

 30 life, 9 chanel and same training as the other necro.

It is hard to take farwell.
Once per round when a friendly nonliving creature is destroyed you may prevent that destruction until the next upkeep phase by paying life equal to their level. You may also use it several rounds on the same creature.

Death comes for everyone
Once during each upkeep phase you may pay mana equal to a living creatures level to place a death marker on them. When a creature has a number on death markers equal to their level + 2 you may as a quick spell destroy that creature.

basic attack: range 0-0 1 dice unavoidable, critical damage.
No. Just no. Death IS evil unless there's a good afterlife, and judging by the fact that Drain Soul basically drains life, and that ressurection spells exist but are expensive to cast and require specialized traning, I would have to assume that most people in etheria cease to exist when they die, just like in real life. Otherwise murder and genocide wouldn't be so bad. Also, once a reader becomes aware of this, having a good, inclusive afterlife in a story drains all the dramatic tension out of it. If everyone who the protagonist ever lost still lives on afterwards, what the heck was the protagonist fighting for the whole time? Why go to such great lengths to save lives if there are almost no seriously bad consequences for people who do die?

That being said, I can imagine a necromancer who only takes life in order to save life, whose great knowledge of poison and diseases helps solve crimes, as well as helping student holy mages learn to recognize symptoms of different health conditions.

I don't think you need an alternate version of the necromancer for that.

Sent from my SAMSUNG-SM-J320A using Tapatalk

Then i probably put it in a bad way because you seem to have gotten a different picture from what i wrote then i had in mind. There is no happy afterlife the necromancer is just desperatly trying to help other miserable souls who are neither dead or alive. As they are being hunted down by the dawn breaker. And she gives away some of her life to protect the only friends she has (non-living stuff) but they will all eventualy go away.

so it was being less evil not cuz its happy but cuz its sad.

37
General Discussion / Re: Alt necromancer and alt. Druid
« on: July 04, 2017, 06:57:35 AM »
I would like for an alternet Necromancer to be less evil to give the impression that death is sad and inevitable. It could be like a ten year old girl who is surrounded by misunderstood nonliving monsters. Here is my idea of what she could be like.

 30 life, 9 chanel and same training as the other necro.

It is hard to take farwell.
Once per round when a friendly nonliving creature is destroyed you may prevent that destruction until the next upkeep phase by paying life equal to their level. You may also use it several rounds on the same creature.

Death comes for everyone
Once during each upkeep phase you may pay mana equal to a living creatures level to place a death marker on them. When a creature has a number on death markers equal to their level + 2 you may as a quick spell destroy that creature.

basic attack: range 0-0 1 dice unavoidable, critical damage.

38
General Discussion / Re: Which Force Master Academy Card?
« on: June 27, 2017, 05:18:09 AM »
I think that lesser invisibility will be the strongest arena card. since if you time it with initiative you can play a second one during qc before they can nullify or kill the creature you are protecting. With six copies of it in your spellbook and each one saving the creature for two rounds you could guarantee that it lives for twelve rounds total. 
Like imagne a thoughtspore with dissolve, minor heal, sleep or teleport on it.

39
General Discussion / Re: Essential cards pack
« on: June 27, 2017, 05:08:32 AM »
I would much rather se a boring cards expansion for academy. That just has super basic cards and gives all the schools which are needed. Like burst damage, ethereal attacks, creatures that allow for synergy (like very litte damage but tons of healt or the other way around) and so on. Obviously some schools souldn't have acces to specific tools. But with the last Forcemaster expansion the other mages didn't get much. Arena would probably also benefit from this aswell.

40
Strategy and Tactics / Re: 2 battle forges. Is it viable?
« on: March 04, 2017, 01:02:28 PM »
I used to have a wizard(pre nerf) that played double forge.
If i remember correctly it played like:

Turn 1 (20 mana)
double battle forge

Turn 2 (14+1+1 mana)
enchanters ring, arcane ring, mana crystal and harmonize(on mage)

Turn 3 (15+1+1 mana)
leather armor, moonglow amulet, second crystal and rhino hide.

But idk what mage/build this would be strong with anymore.

41
Spellbook Design and Construction / Re: AT Warlord Tank
« on: February 16, 2017, 08:59:00 AM »
There are some things such as Mind's eye + teleport wand you may have overlooked.

But also i'm not really sure what the gameplan is. If you are trying to pressure the opponent you should have more attackspells and creatures that are fit for that plan. It seems as though you are playing for the long game but i think there are some problems:

There are not that many creatures in the book and slower builds might be able to take the board from you.

And you only run 1x Acid ball 2x dissolve and 1x(with ruotherne sort of 2X) Mage wand. so if mage wand gets dissolved against a tanky player they might be hard to kill after that.

42
Strategy and Tactics / Re: Modern day blasting banker
« on: February 14, 2017, 07:56:56 AM »
I don't think it is a good idea trying to run the other player out of cards as a win condition without playing alot of creatures. The reason for that is battle forge is in the game and what the card allows is to:

either wait for the opponent to spend both their actions, play mage wand, dissolve one of their equipment, during deplyment get some other wand on the same slot from the forge, returning mage wand to your spellbook and repeat.

Or have a nullify on your mage and wait for them to spend one action and do the same thing just mentioned.

Because of this battle forge needs to be destroyed in order to win the "wand game". By protecting their battle forge with maybe 3-4 guardian angels your opponents will get to much use of it before you killed all the angels. In order to keep people from doing this you need board control and thus creatures.

43
Events / Re: GEN CON 2016 CHAMPIONSHIP!!!!
« on: August 04, 2016, 08:21:11 AM »
Would be hilarious if someone managed win with the OTK priestess.

44
General Discussion / Re: Paladin vs Siren Spoilers
« on: June 29, 2016, 11:04:53 AM »
If you just make two holy attacks per round its 5 mana for 2 dice, 1/3 to daze and 1/3 to stun. And that is not very hard to do but one could also do more than just two attacks. So it seems to be ok...  ;D

45
Creative / Re: Frost
« on: June 27, 2016, 06:46:33 AM »
I was thinking something more in the lines of:

Creature is unable to attack or guard and also gains the restrained trait while having one or more frost condition markers on it. Instead of taking a move action the creature can remove a number frost condition markers from itself equal to its  level.

defrost: Reduce the amount of damage dealt by this attack by the number of frost conditions on the target then remove frost conditons equal to the amount of damage rolled.

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