I would like to see race specific traits, traits that would distinguish one race from another.
Example:
Life Drain (Wraiths) - Wraiths with this trait drain the life force of any champion they kill. This energy heals them. (rare, as few wraiths have this ability)
Mana Drain (Wraiths) - Magic users hit by a waith with this trait lose 1d4 mana, as the wraiths touch consumes some of the mana in their mana pool.
Mana Absorption (Wraiths, prerequisite is Mana Drain) - Mana drained from another increases the Wraith mana pool.
Wraith Fear (Wraiths) - 50% that untrained humans adjacent to a wraith unit are stricken by fear and rendered immobile for 1 turn, once per battle. (uncommon, for not all wraiths have a visage that strikes humans with fear)
Night Attack (Wraiths) - Wraith led armies have the option to attack enemy armies (just armies) at night. During a night battle the line of sight and attack range for all units is reduced to 3 tiles. (common, for Wraiths prefer to attack at night)
Death Mage - Common trait for wraiths and a rare trait for other races. Death mages raise the undead to walk the earth (skeletons, zombies, mummies), drain the life and man from the living, and call forth a dark fog to cover the battlefield. Selecting this trait reduces one's charisma and makes it harder (2x more expensive) to recruit human heros.
Death Mage Spells
- Level 1: Summon Skeletons, can be cast multiple times (i.e. several skeletons creatures can serve you at one time) (moves 3 titles a turn)
- Level 2: Summon Zombies - can be cast multiple times, stronger than skeleton but moves slower (moves 2 tile a turn)
- Level 3: Summon Fog - covers the battlefield with a dense grey fog that reduces line of sight to two tiles. Players only see enemy units that are within 2 titles of the currently active unit.
- Level 4: Summon Mummy, can be cast multiple times, strong, powerful undead creature, slow moving. Immune to air spells. Vulnerable to fire.
- Level 4: Life Drain - damages recipient (1d4) effect can be stopped by enchanted items or magic protection spells
- Level 5: Summon Darkness - covers the battlefield with a dense black fog that 1) reduces initiative of all non-wraith creatures and 2) reduces the line of sight of all creatures to one tile.
- Level 5: Life Drain II - does more damage (1d6)
- Level 6: Summon Skeleton Horde - summons unit of 12 skeletons
- Level 7: Life Drain III - does mroe damage (1d8)
- Level 7: Summon Greater Mummy - strong powerful undead with greater magical resistance (moves 2 titles a turn)
- Level 8: Blight - drains life from the land, killing all vegetation