Rubick

rubickAny mage can transmit a spell or two, and a only some may even study a sufficient amount to become a wizard, but only the most gifted are allowed to be distinguished as a Magus. Yet as with any sorcerer’s circle, a sense of society has never promised competitive civility.

Already a renowned duellist and scholar of the magnificent world of sorcery, it had never come to mind that Rubick might perhaps be Magus Material until he was in the middle of his seventh murder attempt. As he casually tossed the twelfth of a string of would-be killers from an elevated balcony, it dawned on him how completely uninspired the attempts on his life had become. Where once the disruption of a fingersnap or firehand might have put a joyfulness spring in his step, it had all become so very conventional. He craved greater competition. Therefore, slipping on his combat mask, he did what any wizard searching to ascend the ranks would do: he announced his objective to slay a Magus.

Rubick suddenly discovered that to intimidate one Magus is to make threats them all, and they fell upon him in force. Each adversary’s spell was an inescapable surge of energy, and every assault a determined killing blow. However, very soon something transpired that Rubick’s opponents found unexpected: their skills appeared to turn against them. Inside the magic maelstrom, Rubick laugh to himself, subtly reading and replicating the powers of one in order to cast it against another, spreading chaos among those who had united against him. Charges of betrayal began to soar, and soon the sorcerers turned against each other without realising who was behind their undoing.

When the battle finally ended, all were burned and frozen, soaked and cut and pierced. More than one lay dead by an ally’s craft. Rubick stood apart, aching but delighted in the week’s revelry. Nobody had the vigour to quarrel when he presented his petition of assumption to the Hidden Council, and the Insubstantial Eleven approved as one to grant him the title of Grand Magus.

 

 

ABILITIES

 

Telekinesis

Rubick uses his telekinetic powers to lift the enemy into the air briefly and then hurls them back at the ground. The unit lands on the ground with such force that it stuns nearby enemies. Even the Grandest Magus may use his powers for enjoyment.

 

Mana Cost: 120/120/120/120
Cooldown: 18
Ability: Unit Target
Affects: Enemy Units
Radius: 325 / 325 / 325 / 325
Lift Duration: 1.5 / 1.75 / 2 / 2.25
Stun Duration: 1 / 1.25 / 1.5 / 1.75

 

Telekinesis Land

Chooses the location the target will land when Telekinesis finishes.

 

 

Ability: Point Target

 

Fade Bolt

Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing damage, and reducing their attack damage. Each jump deals less damage. Rubick’s favorite spell for dispatching would-be assassins is a rather simple conjuration.

 

Mana Cost: 150/150/150/150
Cooldown: 16/14/12/10
Ability: Unit Target
Affects: Enemy Units
Damage: Magical
Debuff Duration: 10 / 10 / 10 / 10
Damage: 70 / 140 / 210 / 280
Jump Reduction: 4% / 4% / 4% / 4%
Hero Damage Reduction: 14 / 20 / 26 / 32
Creep Damage Reduction: 7 / 10 / 13 / 16

 

Null Field

Rubick’s mastery of the arcane protects his allies against weaker magics, granting them magic resistance. Not every magus can be a Grand Magus…

 

 

Ability: Passive
Magic Resistance: 5% / 10% / 15% / 20%

 

Spell Steal

Rubick studies the trace magical essence of one enemy hero, learning the secrets of the last spell the hero cast. Rubick can use this spell as his own for several minutes or until he dies…but even their lesser magic’s can be a source of much utility.

 

Mana Cost: 25/25/25
Cooldown: 20/18/16
Ability: Unit Target
Affects: Enemy Heroes
Duration: 180 / 240 / 300