Proposal 15: Wizardry
Add the following resource:
Mana. Each Player starts with 0 Mana. For uses and generation methods, see below.
Add the following buildings
-Wizard's Guild: Costs 4 gold and 2 food. May build Mages. May research spells. Generates 2 Mana each turn.
-Thuamaturgic Generator: Costs 2 gold and 1 Mana. Produces 1 Mana each turn.
Add the following unit:
-Mage:. Costs 1 Food, 2 Gold and 2 Mana. Combat value of 0 and Movement value of 2. May cast spells.
Spells: spells may be cast by Mages on units or buildings in the same square as the Mage. Each spell costs a certain amount of Mana to cast, and also costs a certain amount of Mana and Gold to research in the first place. None of your mages can use a given spell until it has been researched at your Wizard’s Guild, after which all of them can use it. Each player starts off with Might already researched.
-Might: gives target +1 Combat value for one turn.
-Haste: gives target +1 Move. 1 Mana to cast. 1 Mana and 1 gold to research.
-Summon Elemental: creates a Move 2 Combat +1 unit that disappears after one turn. The Elemental appears in the same square as the wizard. 2 Mana to cast. 1 Mana and 2 Gold to research.
-Teleport: move the Mage that casts Teleport to any square on the map. Cannot be targeted on units other than Mages. 3 Mana to cast. 2 Mana and 2 Gold to research.
-Earthquake: can only be targeted on Mages. The mage gains +4 combat value for one turn, but this only applies against castles. 3 Mana to cast. 3 Mana and 3 Gold to research.
-Alchemist’s Transmutation: player gains 1 gold. 10 Mana to cast, 5 Mana and 5 Gold to research.
-Zartes
Mana. Each Player starts with 0 Mana. For uses and generation methods, see below.
Add the following buildings
-Wizard's Guild: Costs 4 gold and 2 food. May build Mages. May research spells. Generates 2 Mana each turn.
-Thuamaturgic Generator: Costs 2 gold and 1 Mana. Produces 1 Mana each turn.
Add the following unit:
-Mage:. Costs 1 Food, 2 Gold and 2 Mana. Combat value of 0 and Movement value of 2. May cast spells.
Spells: spells may be cast by Mages on units or buildings in the same square as the Mage. Each spell costs a certain amount of Mana to cast, and also costs a certain amount of Mana and Gold to research in the first place. None of your mages can use a given spell until it has been researched at your Wizard’s Guild, after which all of them can use it. Each player starts off with Might already researched.
-Might: gives target +1 Combat value for one turn.
-Haste: gives target +1 Move. 1 Mana to cast. 1 Mana and 1 gold to research.
-Summon Elemental: creates a Move 2 Combat +1 unit that disappears after one turn. The Elemental appears in the same square as the wizard. 2 Mana to cast. 1 Mana and 2 Gold to research.
-Teleport: move the Mage that casts Teleport to any square on the map. Cannot be targeted on units other than Mages. 3 Mana to cast. 2 Mana and 2 Gold to research.
-Earthquake: can only be targeted on Mages. The mage gains +4 combat value for one turn, but this only applies against castles. 3 Mana to cast. 3 Mana and 3 Gold to research.
-Alchemist’s Transmutation: player gains 1 gold. 10 Mana to cast, 5 Mana and 5 Gold to research.
-Zartes
2 Comments:
Yes
yep
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