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

Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #73

Ian Lee wrote: I just want to move on from the class transmutes as they have been much less fun for people than True Adventures was likely going for.


Even though I disagree with forcing past it, I really understand the fatigue angle. I think we're all feeling it (especially with the world on lockdown).

I also, really, really, empathize with Jeff and co. as they've been navigating these messes. I'm only here speaking up because of how much love I have for TD and my desire to see it grow in the years to come. :)
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #74

Wade Schwendemann (Dr. Uid) wrote:

James Bennett wrote:

Dave Autzen wrote: I see someone has put a Mad Evokers Charm for sale on eBay...


It has been there a few days


Hopefully they see this and take it down.


I thought it went up just today. Hard to tell with eBay anymore when stuff is listed.
Tenth level achieved! Now for the long journey to 11th level!
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #75

I love the flavor of all of these abilities. This is the kind of thing I was personally hoping for with the legendary. Something very creative which opens a bunch of new options. I also love the art on the Mage Medallion. Looks like it is going to burst with arcane energy. I do have a couple of questions:
  • Does the MM change the damage per HP lost to two or three? Having the plus on there confused me on my original read through so wanted to confirm.
  • Am I understanding that both the MEC power and Spell Savior allow you to cast spells as a free action? The primary difference on the latter being that the spell is not marked off the card.
  • My understanding is you need to spend a minimum of 15 HP to trigger Mage Power. Which spell levels can I use Spell Savior and Boost Ally from the use of that 15 HP?
  • Based on other responses you can only sacrifice HP for damage once per room? The free action listed on MEC is a bonus for sacrificing enough?
  • The additional mage powers are simply triggered from sacrificing 15 (or more HP), they do not also get the damage bonus?

If you're up for suggestions for alternate names:

Boost Ally -> Transference
Spell Mastery -> Attunement
Arcane Slide -> Empowered Ray
Spell Savior -> Awakening
Last edit: by James Bennett.
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #76

Wade Schwendemann (Dr. Uid) wrote: Ok, I guess I'm confused.

Does the Mage medallion grant the power of the MEC as well as 2 other options, or not?


The MM allows Wizards to use each one of these Mage Powers once per combat: 1) Mad Evoker FA 2) Intensify 3) Arcane Slide. It requires a sacrifice of 15 hp and a free action to do so.

If so, can a wizard player wear both and use the MEC power twice/room?


No. The Necklace and Charm do not stack since they provide the same power.
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Author of the never-to-be-released "The Secret of Trees"
Last edit: by Jeff Martin.
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #77

Jeff Martin wrote:

Matthew Hayward wrote: Question:

When using other Mage Powers, e.g. Intensify, Arcane Slide - do I get any damage bonus from the 15 HP? Or does the 15 HP just unlock that effect without modifying the spell?


The 15 HP just unlocks the Mage or Arch-Mage power. One of those Powers is the Mad Evoker effect. Keep in mind it also takes a Free Action, too.


Interesting. That is not remotely as good as I thought, so the only way to get bonus damage is to use the base Mage Power where my interpretation of how the powers worked is that you always got bonus damage. Anthony's interpretation does point out that the "+" on Mage Medallion suggest something differently than if it were not there at all, difference between triple damage and double damage.
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #78

Wow, these are really cool. And I have never been interested in getting the MEC. I really like that there are multiple options, this can be my go-to build until there is a Chaos Mage build option.

Though, I do have some questions on how all of these work:
1. Can you pay life to boost every spell cast or is that part of the ability 1/room?
2. For all other mage powers, does the 15 life paid do anything other than activate that power? Ie. Can the wizard pay 15 life to boost spell damage, and instead of using that to quick cast, have that 15 life payment activate 'Intensify'?
If that 15 go payment doesn't do anything else,
those number could use some adjusting based on how good those effects are.
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Last edit: by kurtreznor.
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #79

Dave wrote: For the mage and arch mage powers, can I assume you must have the required hp to use those powers. In other words, its not like the old MEC where you could use the effect even if you didn't have the full 10 hp and then just die afterwards.


Correct...you must have the full hp to trigger the effect you want.
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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 7 months ago #80

Jeff Martin wrote:

Dave wrote: For the mage and arch mage powers, can I assume you must have the required hp to use those powers. In other words, its not like the old MEC where you could use the effect even if you didn't have the full 10 hp and then just die afterwards.


Correct...you must have the full hp to trigger the effect you want.


Are you saying Dave can’t kill himself anymore?

:laugh: :laugh: :laugh: :laugh: :laugh:
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #81

kurtreznor wrote: Wow, these are really cool. And I have never been interested in getting the MEC. I really like that there are multiple options, this can be my go-to build until there is a Chaos Mage build option.

Though, I do have some questions on how all of these work:
1. Can you pay life to boost every spell cast or is that part of the ability 1/room?
2. For all other mage powers, does the 15 life paid do anything other than activate that power? Ie. Can the wizard pay 15 life to boost spell damage, and instead of using that to quick cast, have that 15 life payment activate 'Intensify'?
If that 15 go payment doesn't do anything else,
those number could use some adjusting based on how good those effects are.


The Mage Medallion allows Wizards to use each one of these Mage Powers once per combat: 1) Mad Evoker Free Action 2) Intensify 3) Arcane Slide. It requires a sacrifice of 15 hp and a free action to do so.

At the Arch-Mage Medallion level Wizards can pick from a total of 5 different Mage and Arch-Mage Powers and can use 1 in each of the 5 rounds of a combat.
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 7 months ago #82

I think this version brings a lot of fun back into the equation. It certainly gives me a lot to think about and play with. I guess now I'm just hoping we don't get yet another version that nerfs stuff I like. And then of course we need to build new character cards that not only mesh well with this ability, but hopefully position us to move forward next year with spellbooks and familiars.
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #83

Fiddy wrote: I assume on some run I'm on, I'll be resurrecting Dave on round 1 of combat 1 as he goes straight from 100HP to 0.


Would you be my new pocket healer?

I promise to only reduce myself to 1HP when I MEC if you keep me up ^_^
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #84

Jeff Martin wrote:

kurtreznor wrote: Wow, these are really cool. And I have never been interested in getting the MEC. I really like that there are multiple options, this can be my go-to build until there is a Chaos Mage build option.

Though, I do have some questions on how all of these work:
1. Can you pay life to boost every spell cast or is that part of the ability 1/room?
2. For all other mage powers, does the 15 life paid do anything other than activate that power? Ie. Can the wizard pay 15 life to boost spell damage, and instead of using that to quick cast, have that 15 life payment activate 'Intensify'?
If that 15 go payment doesn't do anything else,
those number could use some adjusting based on how good those effects are.


The Mage Medallion allows Wizards to use each one of these Mage Powers once per combat: 1) Mad Evoker Free Action 2) Intensify 3) Arcane Slide. It requires a sacrifice of 15 hp and a free action to do so.

At the Arch-Mage Medallion level Wizards can pick from a total of 5 different Mage and Arch-Mage Powers and can use 1 in each of the 5 rounds of a combat.


Sorry, I was trying to ask about damage boost, not the mage powers. Reading the MEC, I'm not sure if paying life to plus damage is an 'always available' ability, or if that IS the MEC mage power...which also quickens to free action if you pay at least 15?
Ie. Can you pay 5 life every round to boost every spell by 5 damage?
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