Orc Warmage - ANSWERED
Posted: Thu Jan 10, 2019 3:21 pm
Hp: 50/50
Attack: 10
Def: 2/2
Movement: 3
Cost: 6
(Starts with Lifesteal, like Vampire)
Description: Despising their weak-willed brothers, Orc Warmages draw energy for their spells from their own life energy. This damages them whenever they cast a spell, but intensifies the effects of the spell.
Spells:
Frenzied Strength: Give a unit +3/+3 and Double Strike. Self Damage 10, Cooldown 3
Raging Flames: Shoot a Fireball at the opponent for double Flame Effect. Self Damage 15, Cooldown 2
Blood Magic: Target enemy unit gains Fear Effect. Orc Warmage gains +2/+2. Self Damage 5 Cooldown 3
Energy Overload: Heavily damage all units (Friend and Foe) in a 5X5 area. Self Damage 50 (Instant Kill)
Author's notes: The Orc Warmage, in order to differenciate itself from the rest of the spellcasters in the game, focuses on the "Power at a Price" principle. While it's spells are nearly flat out improvements over the regular versions (Strength, Fear, Fireball), they come at the cost of risking your Warmage, a 6 cost unit. While the Warmage is intended to also be able to fight basic units without spells, this also puts a risk on your 6 cost unit. I'm not exactly sure if I should introduce a clause that prevents Warmage from being healed by other spells, as a Troll/Orc Shaman could just keep healing off any damage taken. Thoughts?
P.S Spells still work even if the Unit can't pay the HP price. This obviously kills the unit, though.
Attack: 10
Def: 2/2
Movement: 3
Cost: 6
(Starts with Lifesteal, like Vampire)
Description: Despising their weak-willed brothers, Orc Warmages draw energy for their spells from their own life energy. This damages them whenever they cast a spell, but intensifies the effects of the spell.
Spells:
Frenzied Strength: Give a unit +3/+3 and Double Strike. Self Damage 10, Cooldown 3
Raging Flames: Shoot a Fireball at the opponent for double Flame Effect. Self Damage 15, Cooldown 2
Blood Magic: Target enemy unit gains Fear Effect. Orc Warmage gains +2/+2. Self Damage 5 Cooldown 3
Energy Overload: Heavily damage all units (Friend and Foe) in a 5X5 area. Self Damage 50 (Instant Kill)
Author's notes: The Orc Warmage, in order to differenciate itself from the rest of the spellcasters in the game, focuses on the "Power at a Price" principle. While it's spells are nearly flat out improvements over the regular versions (Strength, Fear, Fireball), they come at the cost of risking your Warmage, a 6 cost unit. While the Warmage is intended to also be able to fight basic units without spells, this also puts a risk on your 6 cost unit. I'm not exactly sure if I should introduce a clause that prevents Warmage from being healed by other spells, as a Troll/Orc Shaman could just keep healing off any damage taken. Thoughts?
P.S Spells still work even if the Unit can't pay the HP price. This obviously kills the unit, though.