Walrus
09-16-2004, 12:48 PM
Hmmm, since jeff is far to slow at posting in the GD threads, i think ill make a unit.
"When mages began to discover the secrets of time itself, the forces they uncovered were too great to be controlled by mere humans. The mages decided to channel the power they found into magic crystals capable of containing such force. The crystals were then placed in wards, and enchanted so the mages could access its powers without harming themselves."
Displacement Ward (contraption)
Life : 32
Armor : 15
Blocking : 100 all sides
Recovery : 3
Range : 3
Attack : The Displacement ward targets any one unit within its range, and instantly teleports it to another designated square within its range. The unit gains +1 recovery from this teleportation.
Notes : Any state changes (paralyses, barrier) are removed by the displacement. The Ward CAN target enemy units, as long as they are within range. The ward CANNOT target contraptions however, be they yours or the enemies.
Conductor Ward
"Wars always raged, and inevitably, some warriors grew to be extremely powerful. However, the thing most warriors feared was magic. They had no means of defending against it. Hence the mages designed conductor wards, which funnelled magical energy into themselves which was directed at enemy troops.
Life : 26
Armor : 18
Blocking : 100 all sides
Range : 4 (and is a focus attack)
Recovery : 3
Special : Completely immune to magic damage. (and healing)
Attack : The area within 4 squares of the conductor ward is filled with powerful anti-magic forces, emitted from the ward. Within this field of anti-magic (marked by a red boundary) no magic can be used. Any magical (unblockable) attacks will simply dissipate and have no effect. The ward must maintain focus for this to be active however, and when focusing is vulnerable to physical damage.
Note : Anti-magic affects friendly mages too.
If a mage attempts to attack an area in which some squares are within the anti magic field, and others are outside, only the squares outside the anti magic field are affected.
Regarding focus effects, if a square (or squares) within the Conductor Wards range are the target of a focus effect (eg chanty) then the magical focus of that unit will cancel out the anti-magic provided by the ward. Hence the squares in question will return to their "normal" state. If focus is disrupted, the Wards anti-magic can take hold once again.
Also note that units which already have focus effects on them (eg stoning) when they enter the Wards range will not be affected by the anti-magic.
"When mages began to discover the secrets of time itself, the forces they uncovered were too great to be controlled by mere humans. The mages decided to channel the power they found into magic crystals capable of containing such force. The crystals were then placed in wards, and enchanted so the mages could access its powers without harming themselves."
Displacement Ward (contraption)
Life : 32
Armor : 15
Blocking : 100 all sides
Recovery : 3
Range : 3
Attack : The Displacement ward targets any one unit within its range, and instantly teleports it to another designated square within its range. The unit gains +1 recovery from this teleportation.
Notes : Any state changes (paralyses, barrier) are removed by the displacement. The Ward CAN target enemy units, as long as they are within range. The ward CANNOT target contraptions however, be they yours or the enemies.
Conductor Ward
"Wars always raged, and inevitably, some warriors grew to be extremely powerful. However, the thing most warriors feared was magic. They had no means of defending against it. Hence the mages designed conductor wards, which funnelled magical energy into themselves which was directed at enemy troops.
Life : 26
Armor : 18
Blocking : 100 all sides
Range : 4 (and is a focus attack)
Recovery : 3
Special : Completely immune to magic damage. (and healing)
Attack : The area within 4 squares of the conductor ward is filled with powerful anti-magic forces, emitted from the ward. Within this field of anti-magic (marked by a red boundary) no magic can be used. Any magical (unblockable) attacks will simply dissipate and have no effect. The ward must maintain focus for this to be active however, and when focusing is vulnerable to physical damage.
Note : Anti-magic affects friendly mages too.
If a mage attempts to attack an area in which some squares are within the anti magic field, and others are outside, only the squares outside the anti magic field are affected.
Regarding focus effects, if a square (or squares) within the Conductor Wards range are the target of a focus effect (eg chanty) then the magical focus of that unit will cancel out the anti-magic provided by the ward. Hence the squares in question will return to their "normal" state. If focus is disrupted, the Wards anti-magic can take hold once again.
Also note that units which already have focus effects on them (eg stoning) when they enter the Wards range will not be affected by the anti-magic.