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Recently, I've been thinking a lot about the Magic of Illusions (see issue #20). This side branch of the Magic of Mind is more geared towards entertainment, and many don't perceive it as a serious tool in battle, which is a mistake! In skilled hands, even a toy turns into a formidable weapon.
Today, I will go further and try to depict a race that adheres precisely to this religion. Let's call them Tricksters – a community of creatures surviving by deceiving the enemy with any means necessary.
So, Tricksters are the youngest member of the family of magical races (only Wanderers are less advanced in magic, but we’ll talk about them separately). Being despised by their older brothers, Mages and Wizards, they found their place in the sun thanks to their natural ability to instill false perceptions of reality in opponents.
At first glance, their magical arsenal seems quite meager:
Swap - shuffles all units and swaps their appearances.
Image - an enemy freezes and does not respond to a unit's attack.
Phantom - summons a group of ghostly creatures with zero attack.
Mirror Image - the image of any unit fights for you.
Camouflage - on the map, your army looks larger.
Invisibility - a unit cannot be attacked directly.
Glimmer - enemy archers aim worse (taken from Diablo).
LSD - the image of each unit begins to live its own life.
Sandcastle - all fortifications increase to maximum.
Phantasmal Gold - the mage "summons" resources – borrows them.
Effect of Presence - a unit attacks an opponent at a distance.
Mirage - replaces an object on the map with a more attractive one.
You can discuss further prospects of the Magic of Illusions here:
/topic/1190/
As you can see, there is not a single attacking spell; it mainly focuses on defense and mitigating damage. I think that the race itself should have exactly the same characteristics.
The vicissitudes of life force Tricksters to always be vigilant and stick together. They all possess exceptional abilities to strike without retaliation and demonstrate remarkable magical skills in critical moments. Perhaps only this, along with their innate agility, helps them survive encounters with aggressive neighbors over the centuries. After all, only magic compensates for their rather modest physical capabilities in direct confrontation. Let's get acquainted with them closer:
Level 1:
Thieves/Gutters - steal unused abilities (including special abilities) from attacked units. A Thief could approach an imprudently landed Archangel, stab him with a knife, and he won’t revive anyone else in this battle. Ghosts will fare even worse – just a small scratch, and their desire to drain mana is instantly "quenched." In addition, Gutters, as more advanced units, have a bonus – morale +1. Level 2:
Imps/Gremlins - fly, once per battle they can cast Invisibility on themselves (Gremlins - twice). Reduce the attack unit's defense by 1 for each hit (Gremlins - by 2). What a real punishment for all mechanisms! They will hang nearby, invisible, and beat up the poor unit, reducing its defense to zero! Level 3:
Nimble/Grand Nimble - once per battle, it can give any of its units a "second wind," i.e., go again/attack/respond to an attack. Grand Nimble can do this twice! It so happened that in this race, the main striking force is concentrated at the first two levels. So, older comrades must support all their endeavors with all their might. And this is not charity; otherwise, survival would be impossible! Level 4:
Fakir/Grand Fakir - before the battle, automatically casts mass Magic Mirror (1/3 chance to block enemy magic + 1/3 chance to reflect enemy magic back at the enemy). Grand Fakir also automatically casts mass Glimmer before the battle. I introduced this creature into the game to take care of protecting its brethren from magical and ranged attacks. There is nothing else remarkable about it except for the same retaliatory strike in melee combat. Maybe you can suggest how else I can "enliven" it? Level 5:
Enchanter/Hypnotizer - once per battle, it can deprive an enemy unit of movement, attack, and defense (Hypnotizer – twice). Level 6:
Thrower/Grand Thrower - finally, a shooting unit. Throws knives without penalty for range or obstacles. Pins the target to the spot (cannot move this round). Attacked units have morale -1 until the end of the battle. Unfortunately, Throwers only have 4 knives, and Grand Throwers have 6. It would be difficult for Tricksters without shooters. Therefore, I put quite strong ones on the penultimate level. However, their supply of cold weapons is very limited. And in general, Tricksters are not created for prolonged confrontation; they quickly run out of steam after using up special abilities. Level 7:
Illusionist/Sorcerer - moves by teleportation, immune to magic. Once per battle, it can temporarily "remove" any enemy unit from the battlefield. Moreover, if someone else takes its place, it will not return for quite some time (until that one moves aside). The Sorcerer, again, can do this twice per battle! At first glance, the last three characters seem too powerful. But in practice, they only allow you to buy time, dissect the enemy army, and give your more fragile fighters the opportunity to destroy a strong enemy piece by piece. I already anticipate objections like: - What if the player places 1 Illusionist in several slots? Then he can "play" with the entire enemy army! Here, I must note again that the Trickster's warriors are modest: Gutters and Gremlins have to take care of everything, so it is disadvantageous to fill many slots with single special units; it is better to take more striking power because special abilities are not unlimited, and retribution will come soon enough! However, dividing certain squads into 2-3 parts will be very useful! Characterizing the race as a whole, I should note weak health, high movement speed (and turn priority), and relatively expensive recruitment of units. Here are just approximate sketches of some of their characteristics: Thieves/Gutters: HP 5/7 SPEED 7/8 DM 1-4/2-5
Imps/Gremlins: HP 9/11 SPEED 8/9 DM 4-8/5-10
Nimble/Grand Nimble: HP 15/16 SPEED 6/7 DM 8-10/10-13
Fakir/Grand Fakir: HP 20/21 SPEED 5/6 DM 10-15/13-20
Enchanter/Hypnotizer: HP 30/31 SPEED 9/10 DM 15-20/20-25
Thrower/Grand Thrower: HP 40/41 SPEED 10/11 DM 20-30/25-30
Illusionist/Sorcerer: HP 50/51 SPEED 11/12 DM 30/30 Such uneven amounts of HP resulted because the creatures strive to survive – after all, attack spells are usually multiples of 5 or 10 DM (and otherwise, a unit might be left with 1-2 HP). Speed is distributed so that first, you can use the most powerful abilities, scatter enemies, and then support your strike groups. Well, DM is built according to a simple scheme of continuous growth. Neighboring units clearly connect at the borders. Note that Grand Throwers simply become more accurate, and Illusionists and Sorcerers are practically equal in melee combat.
Thieves/Gutters - steal unused abilities (including special abilities) from attacked units. A Thief could approach an imprudently landed Archangel, stab him with a knife, and he won’t revive anyone else in this battle. Ghosts will fare even worse – just a small scratch, and their desire to drain mana is instantly "quenched." In addition, Gutters, as more advanced units, have a bonus – morale +1. Level 2:
Imps/Gremlins - fly, once per battle they can cast Invisibility on themselves (Gremlins - twice). Reduce the attack unit's defense by 1 for each hit (Gremlins - by 2). What a real punishment for all mechanisms! They will hang nearby, invisible, and beat up the poor unit, reducing its defense to zero! Level 3:
Nimble/Grand Nimble - once per battle, it can give any of its units a "second wind," i.e., go again/attack/respond to an attack. Grand Nimble can do this twice! It so happened that in this race, the main striking force is concentrated at the first two levels. So, older comrades must support all their endeavors with all their might. And this is not charity; otherwise, survival would be impossible! Level 4:
Fakir/Grand Fakir - before the battle, automatically casts mass Magic Mirror (1/3 chance to block enemy magic + 1/3 chance to reflect enemy magic back at the enemy). Grand Fakir also automatically casts mass Glimmer before the battle. I introduced this creature into the game to take care of protecting its brethren from magical and ranged attacks. There is nothing else remarkable about it except for the same retaliatory strike in melee combat. Maybe you can suggest how else I can "enliven" it? Level 5:
Enchanter/Hypnotizer - once per battle, it can deprive an enemy unit of movement, attack, and defense (Hypnotizer – twice). Level 6:
Thrower/Grand Thrower - finally, a shooting unit. Throws knives without penalty for range or obstacles. Pins the target to the spot (cannot move this round). Attacked units have morale -1 until the end of the battle. Unfortunately, Throwers only have 4 knives, and Grand Throwers have 6. It would be difficult for Tricksters without shooters. Therefore, I put quite strong ones on the penultimate level. However, their supply of cold weapons is very limited. And in general, Tricksters are not created for prolonged confrontation; they quickly run out of steam after using up special abilities. Level 7:
Illusionist/Sorcerer - moves by teleportation, immune to magic. Once per battle, it can temporarily "remove" any enemy unit from the battlefield. Moreover, if someone else takes its place, it will not return for quite some time (until that one moves aside). The Sorcerer, again, can do this twice per battle! At first glance, the last three characters seem too powerful. But in practice, they only allow you to buy time, dissect the enemy army, and give your more fragile fighters the opportunity to destroy a strong enemy piece by piece. I already anticipate objections like: - What if the player places 1 Illusionist in several slots? Then he can "play" with the entire enemy army! Here, I must note again that the Trickster's warriors are modest: Gutters and Gremlins have to take care of everything, so it is disadvantageous to fill many slots with single special units; it is better to take more striking power because special abilities are not unlimited, and retribution will come soon enough! However, dividing certain squads into 2-3 parts will be very useful! Characterizing the race as a whole, I should note weak health, high movement speed (and turn priority), and relatively expensive recruitment of units. Here are just approximate sketches of some of their characteristics: Thieves/Gutters: HP 5/7 SPEED 7/8 DM 1-4/2-5
Imps/Gremlins: HP 9/11 SPEED 8/9 DM 4-8/5-10
Nimble/Grand Nimble: HP 15/16 SPEED 6/7 DM 8-10/10-13
Fakir/Grand Fakir: HP 20/21 SPEED 5/6 DM 10-15/13-20
Enchanter/Hypnotizer: HP 30/31 SPEED 9/10 DM 15-20/20-25
Thrower/Grand Thrower: HP 40/41 SPEED 10/11 DM 20-30/25-30
Illusionist/Sorcerer: HP 50/51 SPEED 11/12 DM 30/30 Such uneven amounts of HP resulted because the creatures strive to survive – after all, attack spells are usually multiples of 5 or 10 DM (and otherwise, a unit might be left with 1-2 HP). Speed is distributed so that first, you can use the most powerful abilities, scatter enemies, and then support your strike groups. Well, DM is built according to a simple scheme of continuous growth. Neighboring units clearly connect at the borders. Note that Grand Throwers simply become more accurate, and Illusionists and Sorcerers are practically equal in melee combat.

