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Author Topic: Mages that you would like to see in the game  (Read 291527 times)

Hedge

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Re: Mages that you would like to see in the game
« Reply #60 on: November 16, 2012, 07:43:26 PM »
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wtcannonjr

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Re: Mages that you would like to see in the game
« Reply #61 on: November 18, 2012, 07:19:25 PM »
I would like to see a Maze Master or Arena Master mage.

Training
Trained in one Elemental School of your choice. Special Training ability is All Conjuration Spells cost spell points equal to their level regardless of magic school.

Abilities
1. Can spend mana to move existing conjurations in the arena regardless of who owns them. Similar to teleport with moveable objects.
2. Can rearrange the shape of the arena by moving entire zones including the objects in the zone. Add zone tiles to the expansion that overlay the arena.

Specialized conjurations for this mage could be level 3 or higher in multiple schools making it expensive for another mage to put these spells in their spell book.
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baronzaltor

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Re: Mages that you would like to see in the game
« Reply #62 on: November 30, 2012, 02:09:04 PM »
A few ideas come to mind

I think theres room for things like:

Lycanthrope:  Has ability/cost/trigger to toggle form.. wolfing out drastically altering mana and spell acess but becoming much more melee/health oriented, or even fully out of control.

"Monk/Jedi"- I use the term loosly, but inspired by a "jedi" style concept.. based around iconic style magic weapon that can deflect/redirect ranged attacks and cut through armor and such as obviously influenced by Lightsabers.  To further reinforce the Jedi feel, the deck/archtype would have basic recreations of "force" powers but could choose to be light or dark (holy/dark) for its other spell types (ie jedi/sith) at deck creation.  (much like the mage selects his element)

Vampire Lord: Count Dracula, Strahd, etc.  You get the idea.

A Lich style concept where the mage himself is invincible but his "weakness" is contained in a zone or conjuration or something on the board, and he loses if that is destroyed.

Dragon Lord:  Who doesnt love Dragons?

Reaver:  Gets more powerful as his health total gets lower and lower

Spell Theif/Doppleganger: works off of or immitates the opponents abilities and spells.

Elemental: Not an elementalist, but literally a Fire/Water/Earth/Air/nature/stone/Etc elemental. (slected at creation)

Ninja: Stealth mechanic of being able to play creatures face down like hidden enchantments, to turn himself facedown to "hide" use sneak attacks and subterfuge and neat ninja magics ala shinobi.  Lightfooted quick fighting mage with neat caltrop traps, smoke bombs,and ninja flavored equipment

Bard: charms and enthalls other creatures, etc.

Martyr/Guardian: based around taking damage and redirecting to himself on behalf of his minions to keep his creatures in the game doing things for him, rather than the traditional angle of creatures defending for the mage.


Other more traditional archtypes include:
Illusionist,  pretty self explainatory.  Illusions and trickery based

Enchanter, again self explainatory focuses on enchanting things

Artificer,  builder.. works heavily through crafted goods (equpiment) and things like golems and clockwork minions

Hedge

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Re: Mages that you would like to see in the game
« Reply #63 on: November 30, 2012, 04:04:50 PM »
baronzaltor have you played warlord in the past your terms used seem to draw predominantly from things in that game?


Hedge

baronzaltor

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Re: Mages that you would like to see in the game
« Reply #64 on: December 03, 2012, 10:54:52 AM »
Quote from: "Hedge" post=4864
baronzaltor have you played warlord in the past your terms used seem to draw predominantly from things in that game?


Hedge


I have not.

pixelgeek

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Re: Mages that you would like to see in the game
« Reply #65 on: December 03, 2012, 11:52:18 AM »
I would like to see a Mage that had no Channelling value, or a very low one, and instead built up Mana by undoing other spells, items and creatures to cast its own spells. Lots of Mana Drain effects, traps to "capture and rend" creatures and Zone Exclusive items that drew Mana from other Mages, creatures with Channelling or from Spells being cast in the Zone.
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Zapurdead

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Re: Mages that you would like to see in the game
« Reply #66 on: December 10, 2012, 09:58:55 PM »
I like the Monk idea. He would be trained in the Holy and Mind school. He'd have a counterattack against melee attacks Also he'd have monk only cards like "Mana over load" (full spell) your monk loses his quick cast and Action next turn.   Gain +10 mana.  

and meditation chamber.  Zone exclusive conjuration.  During the channeling phase your monk gains +x channeling for every non-mage friendy creature in this zone.      

 Just some ideas off the top of my head.

NovemberAdam

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Re: Mages that you would like to see in the game
« Reply #67 on: December 12, 2012, 04:11:29 PM »
I like the idea of the artificer/technomancer.  Could build epic equipment, golems, possibly allow equipment for creatures?  One of his zone based summoning portals could be a portable workshop, and produces golems, or clock work spiders?

How about a Trickster type mage?  Specializes in illusions, teleportation and traps?

Tokata

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Re: Mages that you would like to see in the game
« Reply #68 on: December 15, 2012, 09:58:13 PM »
So there are two Types of mages i realy love:

Technomancers  (as already stated) - with steampunk magic e.g. clockwork golems, steam armor / weapon, and so on. If they fit in the story of your world - PLEASE bring them!!^^

Battlemage / Runemage - Dressed in an (Leather-)Armor, worn over a robe, with a cloak over his shoulder plates and with a 2-Handed sword or a glaive, ornated with various powerfull runes he is able to trained in arcane and warschool, specialised on takeing down mages. He could also be able to bind Spells to his Runeweapons to unleash them when the time is right. (So like enchanting /imprinting an instand spell on it, and after that use it e.g.while using a movment action (but not takeing the quick action of it - he uses up a full action to imprint something and later can release it for free))
His arsenal would include:
- Arcane Magic
-Battlemagic
-Counterspells
-(Unique-)Equipments
-(direct-dammage)-Attackspells
-Enchantments for Equipments
-Protective Spells against other magic.

stahlwolle

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Re: Mages that you would like to see in the game
« Reply #69 on: December 26, 2012, 04:36:43 PM »
I haven't played it yet, but I have some ideas.

Dragon Knight

Once a brave and loyal knight to Westlock, he went out to slay down the Dragon Goddess. But he got seduced and claimed by her. Now he fights for her reason. Equipped with dragon scale armor and the holy flame sword he can mount dragons he casts. He accepted to fight in the Arena to win more followers for the Dragon Goddess. Then, she can start her burning crusade to burn all non-believers. There are rumors that he is associated to Arraxian Crown.

The Dragon Knight is hybrid of War and Fire school. He has some special equipment spells that only he can cast and wield the flame sword.
He can cast a dragon he can mount and perform an special attack, that requires the dragon and the knight to be ready. They also can do normal individual attacks. While riding a dragon, he can only cast Incantations, Enchantments and Attack spells.
His second special ability can return fire attack spells from the discard pile for the cost of life points.
The Holy school cost triple while spellbook creation.

Another idea is a demon hunter, a hybrid of Arcane and War school.

Affiliated to Sortilege a powerful one man army, but he is low on casting creatures. Any creature spell cost him triple. His "only"-equipment can be powered with mana like the Voltaric Shield.
I thought about an special ability against the Dark school, but maybe to special and situational.

omen20154

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Re: Mages that you would like to see in the game
« Reply #70 on: January 27, 2013, 06:16:14 AM »
I would like to see a Poisioner.. a true cross class of nature and dark.  

Also I would like to see insentatives given to people who use spells only in their school of learning... excluding equipment.   Mabye make it that if you have 2 primary schools of magic you only get 80 points in your spell book and if you ONLY use one school of magic then you get 140 points +5 channeling and can cast 2 quick spells per round. in addition to your full action.

teroks

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Re: Mages that you would like to see in the game
« Reply #71 on: January 27, 2013, 03:00:06 PM »
Magus. Spells like power words: Hold!, Death!, Paralyze!, Command (can control target unit) Etc... Quick casts, but with higher costs. Specializes to boost staff with different enchantments.

Necromancer. Spells like curses, animate dead, feing death, drain life etc

Shaman. Combines nature and elemental schools. Uses spirits as creatures too. Won't specialize that much on direct attacks and might introduce ritual style spells, which take two full rounds to prepare etc

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Re: Mages that you would like to see in the game
« Reply #72 on: January 27, 2013, 07:50:32 PM »
:evil: NECROMANCER :evil:

And also an Alchimist, female.  B)

residualshade

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Re: Mages that you would like to see in the game
« Reply #73 on: January 28, 2013, 03:53:29 AM »
Arcane Warrior

Type: Creature: Human
Life: 34  Armor: 0  Channeling: 9
School(s):
Quote

Non-Creature Spells from War
Choice of Air, Fire, Water, Earth

Attack(s):
Quote

Basic Melee Attack: [Quick][Melee][Dice=3]
Arcane Zap:[Mana Cost=1][Quick][Ranged:0-1][Counts as an attack spell, may be cast once per round]

Abilities(s):
Quote

Combat Casting: The arcane warrior my perform a non-spell quick attack and a quick spell as one quick action.

jcox2820

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Re: Mages that you would like to see in the game
« Reply #74 on: January 28, 2013, 09:29:59 PM »
"I'm not playing it, there's no Necromancer." - My Roomate.

But seriously, I would love to see gender variants of the mage cards. Also, I've thought it would be cool to have official, option miniatures to use on the battlefield in the place of the mage card.