Battle Magicians
I've been away from the sight for a while so I'll respond to any posts in my threads in the next few days. I just wanted to post these cards I've just finished. They're designed as mercinaries but they can be used as regular heroes as well by just giving them 5BP. If you want them to have random movement then 6 = the highest of two dice, 8 = two dice and 10 = the highest two of three dice. I don't know how much information, if any, to put at the bottom of the cards. Type (battle wizard/battle sorcerer/battle mage), race, spells, equipment, equipmemt restrictions and levelling up rules would be much too cluttered. I'm not sure how much they should cost to hire, I'm thinking maybe 500 or 600.
Battle Magicians have an extra defence defence dice due to their magic aura (which is included in their stats) and can use the same eqipment as the Wizard except that they can use Pole-Arms and one handed blades (axes don't count). Battle Wizards can't throw. Daggers can attack diagonally and quarterstaffs can attack diagonally and two straight squares away if the square between is empty. Talisman Spells: http://forum.yeoldeinn.com/viewtopic.php?f=38&t=2454&p=41844#p41844
Battle Wizards
Fire Mage
Race: Human. Equipment: Broad Sword. Spells: Fire spells, Fireball and two randon Talisman spells.
Sage
Race: Human. Equipment: Broad Sword. Spells: Air spells, Lightning Bolt and two randon Talisman spells.
Priest
Race: Human. Equipment: Sword. Spells: Water spells, Water Walking and two randon Talisman spells.
Druid
Race: Human. Equipment: Sword. Spells: Earth spells, Healing and two randon Talisman spells.
Ice Mage
Race: Human. Equipment: Spear, Cloak Of Protection. Spells: Finger Of Death, Ice Wall, Skate, Soothe and two randon Talisman spells (Fireball is treated as Ice Bridge and Skate can be used anywhere).
Warlock
Race: Human. Equipment: Spear, Cloak Of Protection. Spells: Darkness spells, Curse and two randon Talisman spells.
Seer
Race: Human. Equipment: Dagger, Bracers, Cloak Of Protection. Spells: Detection spells, Divination and two randon Talisman spells.
Alchemist
Race: Human. Equipment: Dagger, Bracers, Cloak Of Protection. Spells: Protection spells, Alchemy and two randon Talisman spells.
Battle Sorcerers
Magus
Race: Human. Equipment: Quarterstaff, Bracers. Spells: High Mage spells.
Magi
Race: Human. Equipment: Quarterstaff, Bracers. Spells: Storm Master spells.
Witch
Race: Human. Equipment: Long Sword. Spells: Necromancer spells (summoned and raised monsters defend with white shields).
Shaman
Race: Human. Equipment: Spear, Cloak Of Protection. Spells: Orc Shaman spells (summoned monsters are conjured instead of being moved from elsewhere and defend with black shields).
Battle Mages
Enchanter
Race: Elf. Equipment: Sword. Spells: High Mage spells, Mesmerism and two random Elf spells.
Invoker
Race: Elf. Equipment: Sword. Spells: Storm Master spells, Immobility and two random Elf spells.
Summoner
Race: Elf. Equipment: Sword. Spells: Necromancer spells, Displacement and two random Elf spells (summoned and raised monsters defend with white shields).
Conjurer
Race: Elf. Equipment: Sword. Spells: Orc Shaman spells, Barrier and two random Elf spells (summoned monsters are conjured instead of being moved from elsewhere and defend with black shields).




Battle Magicians have an extra defence defence dice due to their magic aura (which is included in their stats) and can use the same eqipment as the Wizard except that they can use Pole-Arms and one handed blades (axes don't count). Battle Wizards can't throw. Daggers can attack diagonally and quarterstaffs can attack diagonally and two straight squares away if the square between is empty. Talisman Spells: http://forum.yeoldeinn.com/viewtopic.php?f=38&t=2454&p=41844#p41844
Battle Wizards
Fire Mage
Race: Human. Equipment: Broad Sword. Spells: Fire spells, Fireball and two randon Talisman spells.
Sage
Race: Human. Equipment: Broad Sword. Spells: Air spells, Lightning Bolt and two randon Talisman spells.
Priest
Race: Human. Equipment: Sword. Spells: Water spells, Water Walking and two randon Talisman spells.
Druid
Race: Human. Equipment: Sword. Spells: Earth spells, Healing and two randon Talisman spells.
Ice Mage
Race: Human. Equipment: Spear, Cloak Of Protection. Spells: Finger Of Death, Ice Wall, Skate, Soothe and two randon Talisman spells (Fireball is treated as Ice Bridge and Skate can be used anywhere).
Warlock
Race: Human. Equipment: Spear, Cloak Of Protection. Spells: Darkness spells, Curse and two randon Talisman spells.
Seer
Race: Human. Equipment: Dagger, Bracers, Cloak Of Protection. Spells: Detection spells, Divination and two randon Talisman spells.
Alchemist
Race: Human. Equipment: Dagger, Bracers, Cloak Of Protection. Spells: Protection spells, Alchemy and two randon Talisman spells.
Battle Sorcerers
Magus
Race: Human. Equipment: Quarterstaff, Bracers. Spells: High Mage spells.
Magi
Race: Human. Equipment: Quarterstaff, Bracers. Spells: Storm Master spells.
Witch
Race: Human. Equipment: Long Sword. Spells: Necromancer spells (summoned and raised monsters defend with white shields).
Shaman
Race: Human. Equipment: Spear, Cloak Of Protection. Spells: Orc Shaman spells (summoned monsters are conjured instead of being moved from elsewhere and defend with black shields).
Battle Mages
Enchanter
Race: Elf. Equipment: Sword. Spells: High Mage spells, Mesmerism and two random Elf spells.
Invoker
Race: Elf. Equipment: Sword. Spells: Storm Master spells, Immobility and two random Elf spells.
Summoner
Race: Elf. Equipment: Sword. Spells: Necromancer spells, Displacement and two random Elf spells (summoned and raised monsters defend with white shields).
Conjurer
Race: Elf. Equipment: Sword. Spells: Orc Shaman spells, Barrier and two random Elf spells (summoned monsters are conjured instead of being moved from elsewhere and defend with black shields).