Hello all you lovely people and board game lovers!
It’s time for the second class you will be able to play with - the mage.
Let’s just first have a quick look again at the different hero classes mentioned in the first post:
Warrior - no nonsens guy who trusts his strength as much as his weapons
Mage - watch out! A powerful spell might come your way
Rogue - they are quick and deadly. You won’t see them until it’s too late
Cleric - their main goal is to keep you alive but they pack a punch as well
Ranger - just like the warrior, they trust their weapons - only from a littler farther away
As opposed to the warrior, the mage is all about casting spells. They may cause direct harm to you, they might affect the area around you, or they might even take control of you and force you to attack your friends.
All in all, the mage packs a punch and while he is staying on the side more often than not, their role in your group in invaluable.
Dice
Let’s first have a look at the die.
Mage D6 template
The mage uses the powers of nature as well as their ability to manipulate opponents. They have 3 sides that grant them movement as well.
Mage D6
Cant wait to start throwing this thing around!
Base skills
All mages come with one base skill available to them. If you miss on other combinations you might get a hit or two in with this skill.
Ray shock
Deal 1 DP per dice
Just as the warrior’s base skill, this one is also straightforward in how it works. You deal as much DP as you have the weather symbols rolled. Once you acquire the 4th die you can deal up to 4 DP with this attack.
Wizard (HP 7, BR 2)
The wizard has spent years perfecting his craft in harnessing the powers of nature and now he is ready to unleash them with a deadly force.
Solar beam
Deal 2 DP and the targeted opponent deals only half the damage (rounded down)
In addition to dealing damage to opponents, his arcane magic temporarily weakness an opponent so they don’t hit you with full force.
Blinding light
Deal 3 DP and targeted opponent is now confused
Once a mage hits an opponent with blinding light they are confused. They have to roll for a skill check and if they fail, they hit themselves in confusion. That way an opponent can suffer twice from your skills in a single round.
Magus (HP 6, BR 2)
The specialty of a magus is area control. They want to target as many opponents as possible so they usually focus on spaces rather than opponents. They will target a space up to their base range away and cast their spell. All opponents in the range of the spell’s area of effect will get targeted.
Starfall
Select a spaces and one adjacent spaces. Deal 3 DP to the opponents on them.
The magus can select any spaces which is inside his BR range, 2 in this case. Once the spell is cast, one space adjacent to the targeted spaces is also affected by starfall. Any opponent on a spaces affected by starfall suffers 3 DP.
To make it a little more clear check out the following image.
Starfall area of effect
The space marked with a star has been selected by the magus as well as one of the spaces adjacent to it. Any opponent on one of the blue shaded spaces will suffer 3 DP.
Storm
Select a spaces and adjacent spaces equal to the number of storm symbols rolled (minimum 2). Deal 2 DP to each opponent on them
Similar to starfall, storm enables the magus to select a targeted spaces and adjacent spaces equal to the amount of storm symbols rolled. Any opponent on one of the affected spaces suffers 2 DP. Once a player acquires a 4th die they can select 4 spaces adjacent to the targeted space.
Storm area of effect
Deceiver (HP 6, BR 1)
The deceiver wandered into the dark regions of magic. They posses the power to control a minion as well as opponents and use their abilities against them.
Summon
Summon minion (HP 4, BR 0). Once summoned use the skill to deal 2 DP with the minion
The summon skill comes in two parts. First, you summon a minion which is under the deceiver’s control on a spaces adjacent to the deceiver. Every subsequent roll of the summon skill makes the minion attack an opponent and deal 2 DP. The distance between the deceiver and his minion doesn’t matter. They can be on opposite ends of the tile and still be able to work together. When rolling move symbols, the player can choose to divide the movement between the deceiver and his minion in any way they like as long as the total amount of traveled spaces isn’t greater than the amount rolled.
Minion control
Minion deals 2 DP to all adjacent opponents.
Just as above, when a skill is used that makes the minion attack, the distance between the deceiver and the minion doesn’t matter. This can be a very nice way of proxy fighting opponents when the deceiver is low on HP. Instead of waiting for someone to heal them they can push their minion into the fight while they take a step back.
Let’s now check out the additional skills available to players
Additional skills
Additional skills can be bought using XP earned from beating opponents and help you move up the difficulty ladder.
Medium skills (3 XP)
These represent a cheap way to get additional skills available to your hero but they also do the least amount of damage.
Entangle
Deal 2 DP per round for 2 rounds. Enemy is immobilized
The opponent suffers a total of 4 DP and can’t move for 2 rounds but can still attack adjacent heroes and perform ranged attacks.
Sub-zero
Deal 2 DP. Opponents movement is cut in half (round down).
After rolling for the opponents divide their total amount of movement symbols rolled (round down) and apply this to their movement. If 2 movement symbols are rolled they move only 1 space. If 1 movement symbol is rolled they don’t move this round at all.
Melting pot
Select a space to create a crater in it. Any opponent entering it suffers 2 DP and burn for 2 rounds. The crater is open for 2 rounds.
The mage opens a trap and anyone entering it will suffer 2 DP directly and get the burn status effect applied to them. This means that they will suffer 2 DP each round for 2 rounds unless they are healed or enter a water space.
There will be an update soon on all status effects and a basic rule book to get all the important things in one place.
Strong skills (5 XP)
Now we start cooking with gas! Here your mage finally gets some hard hitting stuff to fight your opponents.
Eclipse
Deal 5 DP and move 2 additional spaces. Targeted opponent attack is cut in half (round down)
There is a lot going on with this one. Once you unleash eclipse, your opponents are shocked buy your ability to control the sun. This gives you time to move even further away from your opponent. At the same time, your intimidating presence weakens your opponent and they deal only half of their damage to you (if they can reach you).
Hurricane
Deal 4 DP to a selected target and 1 DP to all opponents adjacent to the target.
Nothing much to explain here. You deal a lot of damage to a lot of opponents.
Enemy control
Use an opponent by performing their rolled action on another opponent.
This one is great! Your hero gets a chance to use one opponent as his minion for 1 round. Whatever is rolled in the opponent’s attacking phase is redirected to another opponent and not your heroes. All BR rules still apply for the opponent.
Windstorm
Select a target and deal 3 DP to them. The targeted opponent and all opponents adjacent to them get pushed up to 2 spaces away.
The only thing here you have to worry about is where the enemies get pushed away. The targeted opponent gets pushed away from the hero, while all opponents adjacent to the targeted opponent get pushed away from them.
Windstorm - explanation
As you can see above, the targeted opponent on the blue spaces gets pushed away along the line drawn between them and the hero. All other adjacent opponents get pushed away from the targeted space.
Powerful skills (7 XP)
Now it’s time to check out the strongest skill available to the mages.
Ice age
Deal 5 DP to target. Target and all adjacent opponents are frozen.
When an opponent is frozen they can’t perform any action for two rounds. Dealing damage to a frozen opponent or them being in an fire area of effect will break the ice and they can move and attack again.
Flood
Deal 4 DP to selected target. All other opponents suffer 3 DP subtracted by their distance from the targeted opponent.
Let’s check out the following image to understand it fully.
Flood - explanation
The targeted opponent will suffer 4 DP as noted above. Now let’s check out all other opponents. Just count the least amount of spaces you need to move an opponent to reach the targeted opponent. Subtract that number from 3 and you get the amount of damage they suffer. The opponent on the top is adjacent to the targeted opponent and suffers the full force of the attack so they suffer 3 DP. The opponent on the top right is 2 spaces away so they suffer only 1 DP while the opponent on the bottom is 1 space away and they suffer 2 DP. Keep in mind that all of those AoE attack don’t have to target an opponent but can target a space without one on them. The no main damage is applied but only the area of effect DPs,
Mind control
User 1 enemy together with your minion to attack. The minion attack for 3 DP while the enemy uses their rolled skill.
Saving the best for last! Not only do you get to use an opponent as your minion like in enemy control. You also get to deal 3 DP with your minion in the same attack! The selected opponent must be within your BR while the distance to the minion, again, doesn’t matter.
That’s it for today! Next time we’ll check out the Rogue. A hero quick on their feet as well as with their weapon.
Until next time,
Happy gaming!