Since I am going to re-do the Wizards player cards next week to basically double the spell damage, then the need for the standard MEC is quite moot. I hope you can get the "but the MEC is sacred" out of your heads when you read the ideas below.
MEC - This Charm allows the Wizard to sacrifice point for point to give her spells more damage. So she can take 7 points of damage and add 7 points of damage to her spell. If she really wants to add in more damage to her round she can spend 15+ hp to not only add 15+ hp damage to the spell, but the spell will also be cast as a Free Action.
Regardless if the MEC effect is used, any time a sliding spell slides a "20" this will indicate a critical hit has happened. This will double the base spell damage as well as the added MEC damage (if any).
To keep this new MEC token in check, this MEC effect can only be done once per room.
Mage Powers - Instead of using the MEC power in a round, the Wizard can instead use any one of these powers.
Intensify - As a Free Action (and at the cost of 15 hp), use her Mage power to reduce the target's Spell Resistance by 50% for her spells that round.
Arcane Slide - As a Free Action (and at cost of 15 hp) , the Wizard may cause a single target "to hit" damage spell to Critical Hit on a "18-20". This must be announced before sliding.
Arch-Mage Powers - Instead of using the MEC power in a round, the Wizard can instead use any one of these powers:
Spell Savior - As a Free Action (and at cost of 15 hp per spell level) , the Wizard may cast a spell without having it marked off her card.
Spell Mastery - As a Free Action (and at cost of 15 hp) , the Wizard may change the type of any damage spell to Fire, Cold or Shock.
Boost Ally - As a Free Action (and at cost of 15 hp per spell level) , the Wizard may channel the damage from an unused spell into another character's future Melee or Missile single puck slide (that has not yet taken an action that round). If the other character hits, then the spell damage is added to the other player's base damage (and can be doubled or tripled with a critical hit).
Note: Additional Mage and Arch-Mage powers may be available in future years in the form of tokens. Also, remember that Wizards can only use each Mage Power or Arch-Mage Power once per room, but they can use a different MP or AMP each round.
Token Conjurer
Geek Dreamweaver
Nerdomancer
Author of the never-to-be-released "The Secret of Trees"