Custom Mage Class: Chronomancer

By BJZSN, in Descent: Journeys in the Dark

Okay, so i 'thought' I was done with the custom class thing, I really did. But after running through the Skirmish mode, I had an idea for a Chronomancer, a Mage class that utilizes a Warp token that powers his abilities and can store actions for later use. I liked the idea so I'm running with it. Right now its a little rough since its a new idea but with some help admittedly this class could be pretty sharp. I may not need to even have the Warp token and instead have a starter card exhaust itself so you are 'Warping' or something similar. The Warp token was just my first thought. Always love to read the comments so post away!

Edit: Got cards done up for the Chronomancer. Here's the link, look for the Chronomancer in the Custom Classes folder:
https://www.dropbox.com/sh/odx5l47ypog6y89/AABZJBksn4UcH94OYT9lxhFSa?dl=0

Edited by BJZSN
4 minutes ago, Morthai said:

Oh wow, I...remember this class. This was from when I was starting off with my stuff. This one was pretty cool actually, liked it a lot at the time! Not that theres any problem with it, I just like making my own classes is all. How did your Chronomage work out for you?

Changed Forewarning to this:

1XP Skill Forewarning 0 Fatigue
While you have the Warp token, each time you are declared the target of an attack the attacker must modify his dice and spend Surges before you roll defense dice (even while this card is exhausted).
Exhaust this card and discard the Warp token before you roll defense dice for an attack that targets you to cancel your defense results and each Surge ability that was used for the attack.

Edited by BJZSN

Changed Alter Reality to:

2XP Skill: Alter Reality 1 Fatigue
Gain +1 Stamina (even while this card is exhausted).
Exhaust this card and discard the Warp token when dice are rolled to choose any number of dice to reroll.

Renamed Forewarning to Future Sight since Forewarning his already a Healer skill card.

Edited by BJZSN

Added new 3XP Skill:

3XP Skill: Infallible 2 Fatigue
While you have the Warp token, each time you perform an attack that targets a monster the Overlord cannot reroll attack or defense dice and cannot subtract Damage from the attack results or add Shield to the defense results.
Exhaust this card and discard the Warp token when you perform an attack that deals no Damage to immediately perform an additional attack adding 1 yellow die to your attack pool.

Changed Infallible to:

3XP Skill: Infallible 2 Fatigue
While you have the Warp token, each time you perform an attack that targets a monster the Overlord cannot reroll attack or defense dice and cannot subtract Damage from the attack results or add Shield to the defense results (even while this card is exhausted).
Exhaust this card and discard the Warp token when you perform an attack, after dice are rolled to cancel all results and immediately perform an additional attack adding 1 yellow die to your attack pool.

Edited by BJZSN

Got cards done up for the Chronomancer, left Slow Time in the post cause I'm not sure about it yet so if anyone has a suggestion that'd be great.

First of all thank you for all the work you are putting in your classes. I am currently running a bilehall/chains campaign that has pyromancer and the old version of the druid and we have enjoyed both of them.

Having an effect that guarantees Immobilize is definitely too powerful. It would break missions where you have to defeat a melee lieutenant or some kind of boss monster. You could limit it to minion monsters, so missions where the boss is master monster of some kind still work. Other option would be making it require an attribute test but assuming the character has 5 in the required attribute it would still be allmost guaranteed. Third option would be making it cost 2 warp tokens. That way you ccould only use it every other turn and using it would limit your other abilities.

14 minutes ago, Araeth said:

First of all thank you for all the work you are putting in your classes. I am currently running a bilehall/chains campaign that has pyromancer and the old version of the druid and we have enjoyed both of them.

Having an effect that guarantees Immobilize is definitely too powerful. It would break missions where you have to defeat a melee lieutenant or some kind of boss monster. You could limit it to minion monsters, so missions where the boss is master monster of some kind still work. Other option would be making it require an attribute test but assuming the character has 5 in the required attribute it would still be allmost guaranteed. Third option would be making it cost 2 warp tokens. That way you ccould only use it every other turn and using it would limit your other abilities.

Thanks for the input, it helps that you feel the same way as me about the skill. I definitely want to keep the first part of the skill. I may change the second part altogether, but I like where you're going with the third option the most so I might just work that in instead, thanks!

Made some changes to Slow Time:

3XP Skill: Slow Time 1 Fatigue
While you have the Warp token, each monster that starts its activation in your line of sight applies -1 to its Speed (even while this card is exhausted).
Exhaust this card when a monster enters a space adjacent to you to discard the Warp token. If you do, the monster suffers 2 Damage and is Immobilized . Then you may immediately move 1 space.

Edited by BJZSN