Puss_in_Boots wrote:Does the skeleton vamish in 2 turns after be cast? Or do you mean that each spell will last 2 turns?
I think skeletons would be particularly weak casters, so lets just make the effects last 1 turn.
Some time ago, skeleton archers were summoned with vanishing 3, and dropped corpses. They turned out to be pretty weak, and vanishing was dropped. I actually think it might be alright to give these guys vanishing 3 when summoned, then give spells fear, disenchant, and clockspinning, all as per normal, plus a direct damage spell for 5 damage.
The idea is that the magic animating them is powerful and unstable, and they use clockspinning to preserve themselves. Under the influence of a spirit tower, this gets easier, and they can actually become a valuable tool to give endurance to golems, or else add to their own lives to eventually join the battle.