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Difference between revisions of "Mage"

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Latest revision as of 11:13, 27 September 2018

Mages are the backbone of each clean. Without a mage, the other heroes in a clan would soon run out of energy, and their powers would become useless.

Contents

Mages' Powers

Apart from aiding others, mages have powerful abilities that serve them.

Tier 1

Mana Transfer

(35AP) All team members, except mages, gain 7AP.

Intercept

(21AP) The mage can acti-vate any non-cooperative power of another player if enough AP are left.

Stealth

(5AP) For a brief time, no-body notices that the mage is not speaking English.

Tier 2

Mana Shield

(3AP per HP) The mage pre-vents the loss of HP to them-selves.

Loaded Dice

(20 AP) While one mage dis-tracts the rider of Vay, the other swaps the random event of the day out for a new one (needs 2 mages, max 1x/week)

Time Warp

(35AP) The mage can hand in an assignment one day later (non-cumulative).

Tier 3

Fountain of Mana

(40AP) A teammate, who isn’t a mage, replenishes all of their AP.

Clairvoyance

(40AP) The mage sees clearly now and can re-write a port-folio assignment.

Supernova

(40AP) The mage makes one vocabulary item go up in flames. It will not appear in any portfolio vocabulary tests.