Mage Wars Academy: Druid Expansion
Mage Wars Academy: Druid Expansion Rulebook
Table of Contents
Table of Contents
The Druid
The Druid has long upheld the ancient traditions of his people. These hallowed practices have granted him mastery over plants and potions. The Druid defends the forests of his homeland from all who trespass.
Attributes
The Druid has 7 Channeling, 23 Life, and 2 Starting Mana. His Subclass is Johktari.
Training
Through rituals and tradition the Druid has been trained in the Nature school, as well as level 1 of the Water school. Because of these ancient traditions, spells from the Fire and War schools cost triple spellpoints, even if Novice.
Herbalist
The Druid has intimate knowledge of plant life. This allows him to create more potent potions than other Mages. Once per round, when you cast a potion, you may pay 1 mana to place 1 additional charge token on it.
New Spell Type
Conjurations
Conjurations are structures that Mages can create. They can be attacked just like Creatures, but they do not get their own Action Phase. Unless noted, Conjurations are Nonliving. You may not cast another Conjuration of the same name as one you currently control.
Codex
Corrode
Corrode is an acid condition which wears away armor. For each Corrode condition marker on a creature or conjuration, it receives Armor -1. Objects can never have Corrode markers on them which would reduce their armor to below zero (any extra markers are immediately destroyed). If an object would receive Corrode condition markers that would reduce its armor to less than zero, instead it receives only enough Corrode markers to reduce its armor to zero, and takes one point of direct acid damage for each excess marker. Corrode has no effect on Incorporeal objects. The marker has a removal cost of 2.
Flying
This creature cannot be attacked by melee attacks from non-flying creatures. When it melee attacks a non-flying creature, it loses and cannot gain flying for the duration of the attack. Flying creatures ignore guards when attacking other flying creatures. If this creature guards, it loses and cannot gain flying while it has a guard marker.
Priority
A Mage has Priority immediately before or after any friendly creature activation when it is their turn. This is any time a Mage could use their Quickcast Action. Any number of available Priority effects (as well as a Quickcast Action) may occur during the same turn.
Rot
This is a poison condition. This object receives 1 direct damage during the Upkeep Phase each round. Rot has a removal cost of 2.
Rooted
Rooted creatures lose and cannot gain the Flying trait.
Swarm
This creature is made up of countless smaller creatures. Creatures with the Swarm trait cannot guard and cannot be targeted or affected by non-attack spells that do not specifically target Swarm Creatures. When attacking, Creatures with the Swarm trait may make additional strikes equal to their remaining health. Additionally, they are immune to conditions, and have the Finite Life trait. Non-zone attacks do a maximum of 1 damage to them.
Recommended Spell List
| Name | Quantity |
|---|---|
| Blow Gun | 1 |
| Living Armor | 1 |
| Cleansing Potion | 1 |
| Corrosive Concoction | 2 |
| Rage Tonic | 2 |
| Alluring Orchid | 2 |
| Healing Tree | 1 |
| Mana Lotus | 1 |
| Meredia's Shrine | 1 |
| Corpsebloom | 1 |
| Jungle Defender | 1 |
| Killer Bees | 1 |