Board Thread:Hosting Games/@comment-35195751-20190715042211/@comment-35195751-20190715224027

The heroes are a bit shaken by the constant additions to their lineup, but it's cool because now everone has more friends now right?

(Well excluding Mortaelis anyway)

Ho hum, time to go to floor 12, not like there'd be anything life-threatening there right?

After all, it's just the floor you have to beat to get past the halfway point, thats not too special right?

Right?

Well as everyone enters the room, they see 10 Mages in different colored robes and weilding staves with gems in them.

Well, 9 would be more accurate, as the one in black robes is busy setting up a ritual circle and looks close to death anyways

''They see you enter and brandish their staves.  Roll Initiative!''

Red Mage

Stats

Health: 8 (32)

Attack: 1 (2)

Defence: 0 (0)

Power: 10 (30%)

Speed: 5

Powers:

Unrelenting Rage: An ally is filled with anger beyond belief. Their attack increases by 3 and their Defence decreases by 4 for 3 rounds (5 turn Cooldown)

Calm: Removes Final Stand and Vengeful status effects on one opponent (5 turn Cooldown)

Entrance: One opponent muxt use their next turn to attack an ally. ( turn Cooldown)

Passives:

Emotion Manipulation: There is a 25% chance that basic attacks made on Red Mage will fail (? turn Cooldown)

Orange Mage

Stats

Health: 7 (28)

Attack: 4 (8)

Defence: 0 (0)

Power: 7 (21%)

Speed: 8

Powers:

Fireball: All opponents with a speed lower than 6 take 6 damage and are set on fire. (5 turn Cooldown)

Fire Burst: Everyone is set on fire. Everyone. (8 turn Cooldown)

Concentrated Blast: One opponent takes 12 damage and is set on fire. (5 turn Cooldown)

Passives:

Pyromancer: Orange Mage will heal from being set on fire, rather than take damage. (? turn Cooldown)

Yellow Mage

Stats

Health: 10 (40)

Attack: 3 (6)

Defence: 4 (2)

Power: 15 (45%)

Speed: 1

Powers:

Power Leech: 3 opponents have a random power drained. One of Yellow Mage's powers is no longer on cooldown. (7 turn Cooldown)

Willpower Drain: Each opponent with Defence lower than 3 will become scared and every one of their powers will be drained (10 turn Cooldown)

Life Drain: Yellow basic attacks an opponent. Yellow heals by half the damage dealt rounded up. (2 turn Cooldown)

Passives:

Specialized: Yellow mage cannot be drained

Lime Green Mage

Stats

Health: 6 (24)

Attack: 2 (4)

Defence: 6 (3)

Power: 5 (15%)

Speed: 9

Powers:

Poison splash: 3 Opponents become Poisoned (3 turn Cooldown)

Poison Bubbles: The next opponent to attack LM or use a power that hits Lime Mage is poisoned 2 additional times (3 turn Cooldown)

Passives:

Poisoned blasts: All of Lime Mage's basic attacks poison the opponent.

Cloak of Poison: Anyone who uses a power or basic attack that hits Lime Mage is Poisoned. Additionally, Lime cannot be poisoned.

Blue Mage

Stats

Health: 9 (36)

Attack: 1 (2)

Defence: 4 (2)

Power: 5 (15%)

Speed: - 11

Powers:

Splash: Gets an opponent wet. This does absolutely nothing. (10 turn Cooldown)

Healing Waters: Heals an ally by 10. (5 turn Cooldown)

Mist: Obscures an ally, giving all powers and basic attacks a 75% chance of missing for 5 turns. (4 turn Cooldown)

Passives:

Hyromancy Healing: Blue mage heals 4 hp at the end of each turn.

Purple Mage

Stats

Health: 15 (60)

Attack: 0 (0)

Defence: 10 (5)

Power: 25 (75%)

Speed: 1

Powers:

Ressurection: A defeated ally is brought back with 50% health. (6 turn Cooldown)

Undead agent: A defeated opponent is brought back with 50% health and all cooldowns removed. Said Opponent must work for  (6 turn Cooldown)

Apocolypse: Every single defeated character on the floor is brought back as an ally of the Purple Mage (15 turn Cooldown)

Passives:

?: Defence applys to powers

White Mage

Stats

Health: 5 (20)

Attack: 3 (6)

Defence: 12 (6)

Power: 7 (21%)

Speed: 8

Powers:

Freezing blast: All opponents with water on them are frozen and unable to do anything for 5 turns, unless they get set on fire. (5 turn Cooldown)

Ice Spear: Basic attacks an opponent and freezes them (1 turn Cooldown)

Ice wall: Gives all allies 16 defence for 4 turns (9 turn Cooldown)#

Cooling gem: Each cooldown is reduced by 1, and White Mage is frozen (5 turn cooldown)

Passives:

Cyromancer: Immune to being Frozen.

Pink Mage

Stats

Health: 12 (48)

Attack: 2 (4)

Defence: 8 (4)

Power: 15 (45%)

Speed: - 9

Powers:

Pretty please?: Pink Mage dances around, forcing all male opponents to perform an action of her choosing. (8 turn Cooldown)

Healing energy: Heals an ally by an amount equal to the user's power stat. (5 turn Cooldown)

Magical regeneration: The target of this heals by 3 for 5 turns (? turn Cooldown)

Blinding flash: Up to three opponents are blinded, and cannot use basic attacks for 3 turns (5 turn cooldown)

Grey Mage

Stats

Health: 6 (24)

Attack: 1 (2)

Defence: 0 (0)

Power: 20 (60%)

Speed: - 5

Powers:

Mind Control: Target must commit an action of Grey Mages choice. (2 turn Cooldown)

Passives:

Listening to thoughts: Cannot be targetted by powers or attacks

Black Mage

Stats

Health: 0 (1)

Attack: 0 (0)

Defence: 0 (0)

Power: 0 (0)

Speed: - 1

Powers:

Ritual: ?, takes 2 turns to complete (No Cooldown)

Passives:

?: ?