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Aldin
September 26th, 2006, 03:34 PM
I have no idea what I'm doing here, but I had this idea rolling around in my head and I decided to go for it:

Fire Mage
Unique Hero
Life:3
Move:5
Range:1
Attack:2
Defense:3
Special:
Call Lava
Instead of taking any other action, roll D20.
1-10: Place 1 lava hex in unoccupied terrain within 4 clear sight spaces.
11-19: Place up to 2 lava hexes in unoccupied terrain within 4 clear sight spaces.
20: Place up to 3 lava hexes in unoccupied terrain within 4 clear sight spaces.
Throw Fire
Range:4
Attack:3
All units immune to lava damage are immune to Throw Fire
Cost: 150

Water Mage
Unique Hero
Life:4
Move:5
Range:1
Attack:2
Defense:4
Special:
Call Water
Instead of taking any other action, roll D20.
1-10: Place 1 water hex in unoccupied terrain within 4 clear sight spaces.
11-19: Place up to 2 water hexes in unoccupied terrain within 4 clear sight spaces.
20: Place up to 3 water hexes in unoccupied terrain within 4 clear sight spaces.
Watery Grave
Watery Grave fills the lungs with water causing instant death. Choose an adjacent unit to attack and roll D20. The unit is killed if D20 is greater than or equal to:
Small:6
Medium:10
Large:14
Huge:18
Soulborgs and Undead are immune.

Cost: 160

Other elements might be fun too, but terrain deformation seemed like a nifty idea.

~Aldin

reapersaurus
September 26th, 2006, 03:46 PM
It's never been done REALLY well IMO, but it's been done a few times before.

I love the concept, and wish a high quality set of elemental mages will be made one day.

Karkadinn
September 26th, 2006, 04:01 PM
Hey, Reaper, you didn't like my lava-water glyph? *raspberries*
Actually those mage ideas seem pretty good. Have you considered using Gift of Magic instead of d20 rolls, though? I think it'd scale well.

netherspirit
September 26th, 2006, 04:03 PM
It's never been done REALLY well IMO, but it's been done a few times before.

I love the concept, and wish a high quality set of elemental mages will be made one day.

Yeah, well I like my water wizard. :P

Turtleboy
September 26th, 2006, 04:07 PM
I made Iceman once does that count?

As But Al, Water grave is a bit overpowerd. It has the same chance of killing a marro drone as it does Valgaurd.

Im sure with some tweaking it would work out pretty nicely tho.

Also, Lava is alot more deadly then water, i belive the fire guy should be priced higher than the water mage.

Aldin
September 26th, 2006, 04:30 PM
Thanks for the kind comments.

Gift of Magic? That's ringing bells in the back of my head, but I can't quite place it...

As for the deadliness of Watery Death, that's why (s)he costs more than the Fire Mage. Everybody knows Mediums are screwed anyway, why should this be different? :wink: Seriously though, both of these mages are pincushions just waiting to happen - I think of Watery Death as more of a deterrant to make powerful melee figures think twice about whether or not they want to engage than as anything that's likely to see much use.

~Aldin, who probably ought to change the lava/water call so that they cannot change overhanging terrain - lavabridges, anyone?

justjohn
September 26th, 2006, 04:49 PM
And I have Rajakarn & The Kilnlings. TT. sadface.

As for your ideas, Al, they look like a great start. I like the way you did the D20 instead of the gift of magic. I think it looks a little easier tounderstand just using the d20. And nice touches of flavor text in the specials.

Karkadinn
September 26th, 2006, 08:41 PM
The last Codex issue has an article explaining Gift of Magic, if you want to peek. Or you could look at the Halls of Valhalla, there's a unit there that uses it.
Of course, maybe the d20 thing is better anyway, you'll just have to judge for yourself. :)

allskulls
September 26th, 2006, 08:55 PM
Hey, Aldin, where in California?

I agree with Turtleboy on all counts (even have an Iceman ;) ). These are on the right track but could use some tweeking.

Love the concept. I have mage customs for earth, wind, fire, water and blood. One for each general. Was some of my first customs but never played except for Terravees (earth). I'll have them all up one of these days.

reapersaurus
September 27th, 2006, 01:29 AM
It's never been done REALLY well IMO, but it's been done a few times before.

I love the concept, and wish a high quality set of elemental mages will be made one day.

Yeah, well I like my water wizard. :PI guess y'all didn;t reead my post close enough. ;)
Has anyone made a high-quality SET of elemental mages? (rock, water, lava, ice, etc)

Aldin
September 27th, 2006, 02:48 AM
allskulls,

NorCal B.A.H. But thanks for thinking of me :)

Has anyone made a high-quality SET of elemental mages? (rock, water, lava, ice, etc)

Throwing down the gauntlet, eh? All right, I accept. First, the modified originals...

Fire Mage
Unique Hero
Life:3
Move:5
Range:1
Attack:2
Defense:3
Special:
Call Lava
Instead of taking any other action, roll D20.
1-10: Place 1 lava hex in unoccupied, non-overhanging terrain within 4 clear sight spaces.
11-19: Place up to 2 lava hexes in unoccupied, non-overhanging terrain within 4 clear sight spaces.
20: Place up to 3 lava hexes in unoccupied, non-overhanging terrain within 4 clear sight spaces.
Throw Fire
Range:4
Attack:3
All units immune to lava damage are immune to Throw Fire
Cost: 150


Water Mage
Unique Hero
Life:4
Move:5
Range:1
Attack:2
Defense:3
Special:
Call Water
Instead of taking any other action, roll D20.
1-10: Place 1 water hex in unoccupied, non-overhanging terrain within 4 clear sight spaces.
11-19: Place up to 2 water hexes in unoccupied, non-overhanging terrain within 4 clear sight spaces.
20: Place up to 3 water hexes in unoccupied, non-overhanging terrain within 4 clear sight spaces.
Watery Grave
Watery Grave fills the lungs with water causing instant death. Choose an adjacent unit to attack and roll D20. The unit is killed if D20 is greater than or equal to the unit's size (heroes add +8 to their size for this roll).

Soulborgs and Undead are immune.

Cost: 150


And the new kids on the block...

Wind Mage
Unique Hero
Life:3
Move:6
Range:1
Attack:3
Defense:2
Special:
Call Wind 8
Place three Wind Tokens on Wind Mage at the start of the game. After moving and before attacking, roll D20. On 8+ place a Wind Token on a unit with the Flying ability and without a Wind Token within 4 clear sight spaces. Flying units with a Wind Token are +1 Move.
Hostile Skies
Enemy units flying within four clear sight spaces of Wind Mage are considered to be leaving an engagement for each space moved. Ignore disengagement for purposes of this ability.

Cost: 150



Earth Mage
Unique Hero
Life:5
Move:4
Range:1
Attack:3
Defense:2
Special:
Call Stone 8
Place three Stone Tokens on Earth Mage at the start of the game. After moving and before attacking, roll D20. On 8+ place a Stone Token on a unit without the Flying ability or a Stone token within 4 clear sight spaces. When a unit with a Stone token takes damage, the first point of damage removes a Stone token instead of reducing Life.
Tough
When rolling defense dice against a normal attack, Earth Mage always adds one automatic shield to whatever is rolled.

Cost: 150


Comments?

~Aldin

Jandars_Hope
September 27th, 2006, 06:00 AM
Elemental Mages would be a cool idea DF! I love using the mages in FireEmblem games!

Turtleboy
September 27th, 2006, 06:59 AM
Wind mage is pretty awsome. I like how his magic helps and not hurts, very cool.

Earth mage is a bit wonky in the wording.

Watermage is looking awsome, only conerne on the 2 are they will always place a tile, just for for a bit of balance make it so on a roll of 3-5 nuthing happens. (do the same for the fire guy).

Other than that looking good man.