I'm not a fan of rolling to have spells hit. Too much like D&D.
However, a restriction on mana cost-to-turn number is a good idea.
Also, I'd like to say I'm a fan of the following system for spell knowledge:
At learned, you know all common spells of that type. At experienced, you know all common and uncommon spells of that type. At mastered, you know all common, experienced, and rare spells of that type.
Mythic spells, I think, should maybe be special. I mean, c'mon, they're mythic. Things that are mythic aren't something everyone is going to be able to access, even Planeswalkers who are fairly powerful aren't considered Mythic. Honestly the only walkers I'd consider to be of Mythic quality power would be Karn and Bolas. Maybe Sorin because of his age and knowledge.
Maybe mythic spells could be things that are found in-game that require a mini-quest to aquire. If you want to cast Hellkite Overlord, your character is required to go to Jund and meditate at the peak of a volcano. Want to learn Comet Storm? Sure, but you'll have to RP a scene where your character is in mortal danger and expends all of his mana to bring down a hail of meteors to kill the threat.
Most of them would be purely RPing quests, and very short, and maybe anchored to a specific place on certain planes. Almost no WPL input aside from describing the scene for your character and NPC actions and conversation.
Just a suggestion to make being able to cast Mythic spells seem more... well, mythic.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Also, I'd like to say I'm a fan of the following system for spell knowledge:
At learned, you know all common spells of that type. At experienced, you know all common and uncommon spells of that type. At mastered, you know all common, experienced, and rare spells of that type.
Mythic spells, I think, should maybe be special. I mean, c'mon, they're mythic. Things that are mythic aren't something everyone is going to be able to access, even Planeswalkers who are fairly powerful aren't considered Mythic. Honestly the only walkers I'd consider to be of Mythic quality power would be Karn and Bolas. Maybe Sorin because of his age and knowledge.
Maybe mythic spells could be things that are found in-game that require a mini-quest to aquire. If you want to cast Hellkite Overlord, your character is required to go to Jund and meditate at the peak of a volcano. Want to learn Comet Storm? Sure, but you'll have to RP a scene where your character is in mortal danger and expends all of his mana to bring down a hail of meteors to kill the threat.
Most of them would be purely RPing quests, and very short, and maybe anchored to a specific place on certain planes. Almost no WPL input aside from describing the scene for your character and NPC actions and conversation.
Just a suggestion to make being able to cast Mythic spells seem more... well, mythic.
I actually like that a lot more. It means you really have to study to get your spells, which means everyone is on a more even playing field.
Also...Yeah I see your argument for trying to make Mythics feel more special. Mythics are basically our Planeswalker "Ultimate"s and you want to show you know how to do by actually going on a quest to learn it. Even then it should be your "Ace in the hole" where you can only do it once because hey it's MYTHICAL. You should also have training in the respective colors/abilities as well just to show that you took the time and effort into this ability.
I'm not a fan of rolling to have spells hit. Too much like D&D.
Yeah I know. But it's not exactly the same, the rolls here are simpler.
Attack rolls are done with 20-sided die. Special rolls are special-sided.
Considering that your wounds don't heal easily from combat (see KoolKoal's rules on Life Points), I think spells should hit less often. Also, to balance it with physical attacks.
Also, I'd like to say I'm a fan of the following system for spell knowledge:
At learned, you know all common spells of that type. At experienced, you know all common and uncommon spells of that type. At mastered, you know all common, experienced, and rare spells of that type.
I agree that spells should have a limit, but I don't agree that players should list what spells they know. Again the whole point to being a Planeswalker is that your pretty much Omnipotent.
I'd agree with this if the players are also required to do some RP to advance the ability's level.
For instance, Tezzeret just took a new color: White. He wants to learn Healing ability and gain all common spells of that type, he must:
a. Go to a Cathedral.
b. Find someone with Healing ability already, like Elspeth.
I think with this way, your omnipotence is well-earned and favors are still our currency.
Mythic spells, I think, should maybe be special. I mean, c'mon, they're mythic. Things that are mythic aren't something everyone is going to be able to access, even Planeswalkers who are fairly powerful aren't considered Mythic. Honestly the only walkers I'd consider to be of Mythic quality power would be Karn and Bolas. Maybe Sorin because of his age and knowledge.
Maybe mythic spells could be things that are found in-game that require a mini-quest to aquire. If you want to cast Hellkite Overlord, your character is required to go to Jund and meditate at the peak of a volcano. Want to learn Comet Storm? Sure, but you'll have to RP a scene where your character is in mortal danger and expends all of his mana to bring down a hail of meteors to kill the threat.
Most of them would be purely RPing quests, and very short, and maybe anchored to a specific place on certain planes. Almost no WPL input aside from describing the scene for your character and NPC actions and conversation.
I agree. Mythic spells should be considered as the pinnacle of an ability.
The requirements shall be "Mastered" level on the ability and a specific quest/roleplay.
Ehhhh I'm not understanding this. So basically I can or can't do something like Burn Trailunless I have enough points in my Damage ability? Or are you saying I can't use the Retrace ability unless i learn Retrace?
Well I meant the ability's level in regard to Common/Uncommon/Rare/Mythic restrictions. What spells you can cast in Learned, Experienced and Mastered.
I think the fact you just start with a set mana pool works perfectly. You have to play it smart and not just fly off the handle by casting big spells that may not even do much in the first place. Again this is mostly do to the fact that I believe that since Planeswalkers are supposed to be demigods, something as silly as concentrating on drawing mana is a bit much....
Actually, I was referring to Caex's suggestions, which is a bit different than yours: Spells drawing. So every turn, each player have limited "draw pool", this is the number of spells you can cast in one turn.
Chandra is fighting Jace in a duel. Chandra, who has 6 "floating" in her pool, casts Lightning Bolt at Jace, spending to fling it. Jace, who has been playing defensive, has 10 in his pool. He casts Counterspell, spending :symu::symu: from his pool.
Chandra, knowing that Jace cannot cast another Counterspell this turn, flings a Shock at him, burning another :symr:. But Jace is a tricky bugger, and casts Inspiration for 4 :symu:. Jace now has a "pool" of two free spells he can cast, plus 4 :symu:. He quickly uses a second Counterspell. Chandra ends her turn, knowing that Jace could potentially use another Counterspell with his "draw pool". Jace passes his turn, deciding to save his free spell for another time.
Basically, using a draw spell gives you a free pool of extra spells that you can use at any time during the duel, even ones you've cast this turn alread. However, this pool only lasts for a number of total turns equal to the spell's converted mana cost. So the two free spells from Inspiration would last 4 turns, while the free spell from Obsessive Search would only last 1 turn.
Yes, this seems like a seriously impressive advantage, so much so that a blue mage would be the only choice for every player. But remember, you still have to spend mana on those spells, so instead of being active you're burning mana to have options in the future while other mages are doing things like shooting fire or summoning creatures.
I'll post more ideas once I've had some feedback from silverthorn and anyone else who wants to comment.
EDIT: Yes, I'm aware that this royally screws up the graveyard, discard, and mill. I'm still thinking of ways to fix that.
I like it in theory: Use draw spells to basically give you "extra" abilities. I'm not sure how this will be balanced out since Black has the second most card draw, red has the third most, green has a few cards, and white I think has none unless it's UW. =/
=/
Will need rebalancing if it's applied, that's for sure. Card draws are indeed Blue's characteristic ability.
Also the fact that Red loves to involve random discard when it comes to drawing cards from it and it normally comes with some pretty cheap card draw spells with that.
Which means I'm out of luck for having anything useful...
Sigh... At least until I go black.
Exactly. Again it's a good idea in theory, but unless WotC changes the actual card game so taht all colors get card draw, that would just be a serious imbalance. =/
Or .. we could just redistribute the abilities between Color.
For instance, as you could read in the rules, healing and artifact destruction abilities are not exclusive to one Color. However, they vary in terms of points cost and strength.
Then again, this only happens if we would apply the drawing rule.
The "drawing rule" really only applies to my rule set, because in that one you don't have unlimited spells like in the current version. In the rules we're using now, the drawing rule definitely shouldn't apply. Way too overpowered when you have almost every spell at your disposal.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
@Caex
Yes, which is why I raised the question of applying your drawing rule after suggesting the spells limitation to the current system.
@Fluff
10 as initial limit or constant limit?
I agree that planeswalker are fully capable of omnipotence. But the omnipotence must be progressively gained and perhaps become the core of the RP itself.
Thus, I think spells must be limited, at least initially, in certain ways.
My suggestions were limiting the spells to each corresponding abilities.
By amount per level and as requirements.
I agree that planeswalker are fully capable of omnipotence. But the omnipotence must be progressively gained and perhaps become the core of the RP itself.
Thus, I think spells must be limited, at least initially, in certain ways.
My suggestions were limiting the spells to each corresponding abilities.
By amount per level and as requirements.
Ok now I see where your coming from. In that case I'll get off my damn high horse of flavor. I think this is a wise decision to limit the spells your given but your number grows as you advance in levels so how about every 2nd level your list goes up by say 2 or 3 of your choice?
Are we also going to limit the number of times someone can cast a spell per battle/per day/etc, as well? Otherwise everyone would just wind up choosing the ten best instants and sorceries in their color because there's no reason to take anything weaker.
Also, Burst, I sent you a PM in case you didn't notice.
Are we also going to limit the number of times someone can cast a spell per battle/per day/etc, as well? Otherwise everyone would just wind up choosing the ten best instants and sorceries in their color because there's no reason to take anything weaker.
Yes. We've been discussing this as well because of that exact reason.
@DQ
Haha yes.
But we can't count on flavors alone since there will always be people who want and will use more and more advantages, unfair advantages, if it's allowed. This could ruin everyone else's flavor.
Hence, the rulez, which we, players and WPLs, are going to engineer together.
But would you have fun doing that? Come on your given what is essentially ultimate power and you want to limit yourself because....well you don't want to ruin it for everyone else?
But would you have fun doing that? Come on your given what is essentially ultimate power and you want to limit yourself because....well you don't want to ruin it for everyone else?
I'd have fun if I can run my character how I want to run her. Which is, very flavorfully. If that means weaker spells, so be it. That's why I took the hounds as a summon. My character WOULD have a hound to help her. It's not limiting myself, in my view, it's doing what my character would do.
I'm the kind of person that builds decks with a weird theme or combo that makes sense only to me.
I'd have fun if I can run my character how I want to run her. Which is, very flavorfully. If that means weaker spells, so be it. That's why I took the hounds as a summon. My character WOULD have a hound to help her. It's not limiting myself, in my view, it's doing what my character would do.
I'm the kind of person that builds decks with a weird theme or combo that makes sense only to me.
See I'm of a similar but different mindset, if I'm given the freedom to do big and impressive things I'm going to do them as often as possible and will even learn how to do better ones if possible. I like the fact I have power and the fact I can use it to make the entire universe bend to my whim, however I also believe that abusing that power can end up not only being boring and repetitive but also just bad story telling. Earning said power allows for character growth and allows for players to get creative with what they have already. It's fun being limited but it's even more fun when your limited and given a goal to work towards.
I also like weird theme and combo decks, their jsut fun. But if I'm able to make something awesome and powerful? I'm totally going to do it.
Don't get me wrong, I like flavorful choices. But I like it more when my flavorful choices are close enough to the power level of everyone else's flavorful choices that I don't feel like I'm being punished for choosing or not choosing to play a certain way. This is part of the reason I dislike making exceptions for Conjuration that don't apply to other spells, for example (since having a bunch of creatures to add to your action pool is already really powerful).
Speaking of which, these are the rules as I currently understand them:
Spell-like ability, level 1:
* You know all the common spells from the Core Set and your plane that are in your color and relate to a certain school (ex. Healing).
* Once per turn cycle, you may use a sorcery action and an instant action. If an ability is a Sorcery ability, you may only cast it as a sorcery action, even if the spell itself is an instant (ex. the Slaying spell Doom Blade). If an ability is an Instant ability, you may use it as your instant action anytime you have priority, and you may forego your sorcery action to use it again.
* Proposed rule that you only have access to a certain amount of your mana pool in the first three turns.
Conjuration, level 1:
* You know one common creature from the Core Set or your plane that is in your color. There are no other restrictions on what creature you may choose.
* Once per turn cycle, you may summon a copy of your chosen creature as a sorcery action. Having more than four of the same summoned creatures in play at once strains your mana.
* Proposed rule that you only have access to a certain amount of your mana pool in the first three turns.
Some more notes on combat:
* Starting life is 40. Magic is balanced for starting life of 20. Traditional aggro will probably suck.
* Attacking as a sorcery, except at really high planeswalker combat ability, is always worse than casting a 1-mana spell unless you're running out of mana.
* Creatures give you free extra actions (even if nothing more than attacking and blocking). Free actions are good in a constrained action economy.
* The fact that you can spend a ton of mana in one turn ought to be balanced by the fact that mana replenishes really slowly. Yes you can theoretically summon a Blightsteel Colossus on turn one, but I can respond with Diabolic Edict. Perhaps the total mana pool should be reduced and mana replenish rate increased to 1/turn (like the card game gives you +1 land/turn), since first-level characters shouldn't be casting epically huge spells anyway?
* The fact that you can spend a ton of mana in one turn ought to be balanced by the fact that mana replenishes really slowly. Yes you can theoretically summon a Blightsteel Colossus on turn one, but I can respond with Diabolic Edict. Perhaps the total mana pool should be reduced and mana replenish rate increased to 1/turn (like the card game gives you +1 land/turn), since first-level characters shouldn't be casting epically huge spells anyway?
Yeah it's true that you can basically go Diabolic Edict on your turn but what if I have a Counterspell readied for just such an occasion? You'll have to waist another turn just to get rid of a creature that is already going to win me the game since I came prepared. Obviously this will only happen though if I was blue but hey it's ok, it's not like everyone is going to be blue with that ability, but it's not like everyone else is going to have a Diabolic Edict because it's just not their colors. It's best if we just put a limit and suck up the fact we had to cut some flavor for fun.
I can see the mana pool reduce thing work though, in fact the whole "Add 1/Level to pool as the turns goes on" makes sense to me too. If we add the whole "Cap on Mana Costs" that might just make the combat a bit more balanced out.
Yeah it's true that you can basically go Diabolic Edict on your turn but what if I have a Counterspell readied for just such an occasion? You'll have to waist another turn just to get rid of a creature that is already going to win me the game since I came prepared. Obviously this will only happen though if I was blue but hey it's ok, it's not like everyone is going to be blue with that ability, but it's not like everyone else is going to have a Diabolic Edict because it's just not their colors. It's best if we just put a limit and suck up the fact we had to cut some flavor for fun.
I can see the mana pool reduce thing work though, in fact the whole "Add 1/Level to pool as the turns goes on" makes sense to me too. If we add the whole "Cap on Mana Costs" that might just make the combat a bit more balanced out.
The point was that since your mana pool caps at 12 (let's assume more if high level) and you replenish at 0.5 mana/turn, going all-in on a BSC is probably a really bad idea because if it's removed you can't summon another one for 24 turns, during which I can probably kill you with the 10 mana I didn't spend on the Edict. For common BSC-removal effects alone, white has Oblivion Ring, blue has Unsummon, and red and green...well, you'll need to go uncommon to get access to exiling artifacts, but it can be done eventually.
At some point I thought that counterspells (Force of Will especially) would be broken, too, but KoolKoal's rules require you to state in advance what you expect to be countering, so they're severely nerfed now. If anything, they might even be bad.
We need to find a balance between everyone starting with their most powerful spells right off the bat and being forced to play with low-costing spells if you don't want to skip the first few turns. I'm not quite sure how to fix that, though I do think that .5 mana/turn replenish is too low at the moment, since you can't do anything with half a mana.
However, a restriction on mana cost-to-turn number is a good idea.
Also, I'd like to say I'm a fan of the following system for spell knowledge:
At learned, you know all common spells of that type. At experienced, you know all common and uncommon spells of that type. At mastered, you know all common, experienced, and rare spells of that type.
Mythic spells, I think, should maybe be special. I mean, c'mon, they're mythic. Things that are mythic aren't something everyone is going to be able to access, even Planeswalkers who are fairly powerful aren't considered Mythic. Honestly the only walkers I'd consider to be of Mythic quality power would be Karn and Bolas. Maybe Sorin because of his age and knowledge.
Maybe mythic spells could be things that are found in-game that require a mini-quest to aquire. If you want to cast Hellkite Overlord, your character is required to go to Jund and meditate at the peak of a volcano. Want to learn Comet Storm? Sure, but you'll have to RP a scene where your character is in mortal danger and expends all of his mana to bring down a hail of meteors to kill the threat.
Most of them would be purely RPing quests, and very short, and maybe anchored to a specific place on certain planes. Almost no WPL input aside from describing the scene for your character and NPC actions and conversation.
Just a suggestion to make being able to cast Mythic spells seem more... well, mythic.
{Magic: The RPG}
I actually like that a lot more. It means you really have to study to get your spells, which means everyone is on a more even playing field.
Also...Yeah I see your argument for trying to make Mythics feel more special. Mythics are basically our Planeswalker "Ultimate"s and you want to show you know how to do by actually going on a quest to learn it. Even then it should be your "Ace in the hole" where you can only do it once because hey it's MYTHICAL. You should also have training in the respective colors/abilities as well just to show that you took the time and effort into this ability.
There was once [The Pack], but no more.
Yeah I know. But it's not exactly the same, the rolls here are simpler.
Attack rolls are done with 20-sided die. Special rolls are special-sided.
Considering that your wounds don't heal easily from combat (see KoolKoal's rules on Life Points), I think spells should hit less often. Also, to balance it with physical attacks.
I'd agree with this if the players are also required to do some RP to advance the ability's level.
For instance, Tezzeret just took a new color: White. He wants to learn Healing ability and gain all common spells of that type, he must:
a. Go to a Cathedral.
b. Find someone with Healing ability already, like Elspeth.
I think with this way, your omnipotence is well-earned and favors are still our currency.
I agree. Mythic spells should be considered as the pinnacle of an ability.
The requirements shall be "Mastered" level on the ability and a specific quest/roleplay.
Well I meant the ability's level in regard to Common/Uncommon/Rare/Mythic restrictions. What spells you can cast in Learned, Experienced and Mastered.
Actually, I was referring to Caex's suggestions, which is a bit different than yours: Spells drawing. So every turn, each player have limited "draw pool", this is the number of spells you can cast in one turn.
There was once [The Pack], but no more.
Will need rebalancing if it's applied, that's for sure. Card draws are indeed Blue's characteristic ability.
Also the fact that Red loves to involve random discard when it comes to drawing cards from it and it normally comes with some pretty cheap card draw spells with that.
There was once [The Pack], but no more.
Sigh... At least until I go black.
Exactly. Again it's a good idea in theory, but unless WotC changes the actual card game so taht all colors get card draw, that would just be a serious imbalance. =/
There was once [The Pack], but no more.
For instance, as you could read in the rules, healing and artifact destruction abilities are not exclusive to one Color. However, they vary in terms of points cost and strength.
Then again, this only happens if we would apply the drawing rule.
{Magic: The RPG}
sig by DarkNightCavalier
Avatar by perv90210.
Currently Running
Cryffyl
Yes, which is why I raised the question of applying your drawing rule after suggesting the spells limitation to the current system.
@Fluff
10 as initial limit or constant limit?
I agree that planeswalker are fully capable of omnipotence. But the omnipotence must be progressively gained and perhaps become the core of the RP itself.
Thus, I think spells must be limited, at least initially, in certain ways.
My suggestions were limiting the spells to each corresponding abilities.
By amount per level and as requirements.
Ok now I see where your coming from. In that case I'll get off my damn high horse of flavor. I think this is a wise decision to limit the spells your given but your number grows as you advance in levels so how about every 2nd level your list goes up by say 2 or 3 of your choice?
There was once [The Pack], but no more.
sig by DarkNightCavalier
Avatar by perv90210.
Currently Running
Cryffyl
Also, Burst, I sent you a PM in case you didn't notice.
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
Yes. We've been discussing this as well because of that exact reason.
There was once [The Pack], but no more.
Haha yes.
But we can't count on flavors alone since there will always be people who want and will use more and more advantages, unfair advantages, if it's allowed. This could ruin everyone else's flavor.
Hence, the rulez, which we, players and WPLs, are going to engineer together.
But would you have fun doing that? Come on your given what is essentially ultimate power and you want to limit yourself because....well you don't want to ruin it for everyone else?
There was once [The Pack], but no more.
I'd have fun if I can run my character how I want to run her. Which is, very flavorfully. If that means weaker spells, so be it. That's why I took the hounds as a summon. My character WOULD have a hound to help her. It's not limiting myself, in my view, it's doing what my character would do.
I'm the kind of person that builds decks with a weird theme or combo that makes sense only to me.
See I'm of a similar but different mindset, if I'm given the freedom to do big and impressive things I'm going to do them as often as possible and will even learn how to do better ones if possible. I like the fact I have power and the fact I can use it to make the entire universe bend to my whim, however I also believe that abusing that power can end up not only being boring and repetitive but also just bad story telling. Earning said power allows for character growth and allows for players to get creative with what they have already. It's fun being limited but it's even more fun when your limited and given a goal to work towards.
I also like weird theme and combo decks, their jsut fun. But if I'm able to make something awesome and powerful? I'm totally going to do it.
There was once [The Pack], but no more.
Speaking of which, these are the rules as I currently understand them:
Spell-like ability, level 1:
* You know all the common spells from the Core Set and your plane that are in your color and relate to a certain school (ex. Healing).
* Once per turn cycle, you may use a sorcery action and an instant action. If an ability is a Sorcery ability, you may only cast it as a sorcery action, even if the spell itself is an instant (ex. the Slaying spell Doom Blade). If an ability is an Instant ability, you may use it as your instant action anytime you have priority, and you may forego your sorcery action to use it again.
* Proposed rule that you only have access to a certain amount of your mana pool in the first three turns.
Conjuration, level 1:
* You know one common creature from the Core Set or your plane that is in your color. There are no other restrictions on what creature you may choose.
* Once per turn cycle, you may summon a copy of your chosen creature as a sorcery action. Having more than four of the same summoned creatures in play at once strains your mana.
* Proposed rule that you only have access to a certain amount of your mana pool in the first three turns.
Some more notes on combat:
* Starting life is 40. Magic is balanced for starting life of 20. Traditional aggro will probably suck.
* Attacking as a sorcery, except at really high planeswalker combat ability, is always worse than casting a 1-mana spell unless you're running out of mana.
* Creatures give you free extra actions (even if nothing more than attacking and blocking). Free actions are good in a constrained action economy.
* The fact that you can spend a ton of mana in one turn ought to be balanced by the fact that mana replenishes really slowly. Yes you can theoretically summon a Blightsteel Colossus on turn one, but I can respond with Diabolic Edict. Perhaps the total mana pool should be reduced and mana replenish rate increased to 1/turn (like the card game gives you +1 land/turn), since first-level characters shouldn't be casting epically huge spells anyway?
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
Yeah it's true that you can basically go Diabolic Edict on your turn but what if I have a Counterspell readied for just such an occasion? You'll have to waist another turn just to get rid of a creature that is already going to win me the game since I came prepared. Obviously this will only happen though if I was blue but hey it's ok, it's not like everyone is going to be blue with that ability, but it's not like everyone else is going to have a Diabolic Edict because it's just not their colors. It's best if we just put a limit and suck up the fact we had to cut some flavor for fun.
I can see the mana pool reduce thing work though, in fact the whole "Add 1/Level to pool as the turns goes on" makes sense to me too. If we add the whole "Cap on Mana Costs" that might just make the combat a bit more balanced out.
There was once [The Pack], but no more.
The point was that since your mana pool caps at 12 (let's assume more if high level) and you replenish at 0.5 mana/turn, going all-in on a BSC is probably a really bad idea because if it's removed you can't summon another one for 24 turns, during which I can probably kill you with the 10 mana I didn't spend on the Edict. For common BSC-removal effects alone, white has Oblivion Ring, blue has Unsummon, and red and green...well, you'll need to go uncommon to get access to exiling artifacts, but it can be done eventually.
At some point I thought that counterspells (Force of Will especially) would be broken, too, but KoolKoal's rules require you to state in advance what you expect to be countering, so they're severely nerfed now. If anything, they might even be bad.
We need to find a balance between everyone starting with their most powerful spells right off the bat and being forced to play with low-costing spells if you don't want to skip the first few turns. I'm not quite sure how to fix that, though I do think that .5 mana/turn replenish is too low at the moment, since you can't do anything with half a mana.
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!