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TOPIC: Final MEC, Mage Medallion and Arch-Mage Medallion

Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 6 months ago #1

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"

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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 6 months ago #2

A great figure once said that desperation is the best inspiration, so I hope it is the case herewithin.

We are out of time so I hope these images will work! We can always work out the Mage and Arch-Mage Powers later. I am hoping these design ideas are fun and interesting to most Wizards.

In a nutshell, you can basically cast a standard spell -- and then as a Free Action (and the cost of some hp) you can modify that spell in some way.

Fingers crossed!
Token Conjurer
Geek Dreamweaver
Nerdomancer
Author of the never-to-be-released "The Secret of Trees"
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 6 months ago #3

Maybe change phrasing to "If 15+ HP spent" to make it more clear you get both effects for 1 cost of 15+ hp.
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 6 months ago #4

My first reaction - Wow, there's a lot to digest here.
My second reaction - I'm going to need a lot of hp if i want to do some real damage. I really want my semi-lich hp back.
My third reaction - Man, a lot of thought and work went into this.

In summary - no complaints at this time.
Question - I assume I can only use hp that I have, but can I use all of my hp effectively going to 0 and dying? If I do that, similar to prior version of MEC, do the effects still work?
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 6 months ago #5

Edit - If this token works how I think it does - I'm completely satisfied with this token as is. I keep thinking of new goofy lines of play (Cast out all HP down to zero, Cleric tries Divine intervention to heal back up, do it again, etc.)

Also - I regret selling Fallen Star Mushrooms :laugh:

Original post:

Jeff - I posted a whole big thing on the now locked thread (I was editing it while locked).

It particularly talks about the old tokens, but the analysis about what it will take to get Wizards to the top and stay there is the same.

Anyway - it might be worth a skim:

truedungeon.com/forum?view=topic&catid=640&id=251675&start=156#379611
Last edit: by Matthew Hayward.
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 6 months ago #6

So, I do have a quick question and I'm sorry if it has already been answered elsewhere. So the max hp is capped at 50 but the wizard could effectively be at 60 hp with the Ioun Stone relic since it adds the 10 points to the max hp?
"It's not the years in your life that count, it's the life in your years."Abraham Lincoln
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 6 months ago #7

Kim Lindgren wrote: So, I do have a quick question and I'm sorry if it has already been answered elsewhere. So the max hp is capped at 50 but the wizard could effectively be at 60 hp with the Ioun Stone relic since it adds the 10 points to the max hp?

max hp is not capped. thats no longer listed on the token
Last edit: by Cassie. Reason: "
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 6 months ago #8

Also. I like these changes. this seems pretty solid.
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 6 months ago #9

Dave wrote: My first reaction - Wow, there's a lot to digest here.
My second reaction - I'm going to need a lot of hp if i want to do some real damage. I really want my semi-lich hp back.
My third reaction - Man, a lot of thought and work went into this.

In summary - no complaints at this time.
Question - I assume I can only use hp that I have, but can I use all of my hp effectively going to 0 and dying? If I do that, similar to prior version of MEC, do the effects still work?


Yes, you can go to zero -- use up the last of your 14 hp to take out the monster!
Token Conjurer
Geek Dreamweaver
Nerdomancer
Author of the never-to-be-released "The Secret of Trees"
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 6 months ago #10

What happens to the old mad evokers charm?
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 6 months ago #11

Is the MEC baked into the relic.
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 6 months ago #12

It will most likely be ret-conned, just like Lenses of Divine Sight were.
The non-singing, dancing bard.
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