Re: Fire & Ice
Posted: May 1st, 2016, 7:14 am
I've got the first draft of the quest done. I'll edit the first post later with the rules list, it will be mainly the Euro version as the base.
The spells are here: http://www.mediafire.com/download/joi73jf329bbrr4/Winds_of_Magic.zip Sotiris, would you mind using your random generator for this please? Micky could go first if you like so you have a better idea of what spells you want to go for.
There's a lot of spells and I don't want to put you off with new content overload so I'll list a brief description here so you only need to worry about the two sets you've chosen. The unique abilities of some of them have been altered slightly to make them more balanced, these are the updated ones.
College Wizard: M6 (lowest two of three dice) BP5 MP5 L1Magician. Four college spells, any of which can be exchanged once and at the same time for random replacements. Every round a power roll will be made for the winds of magic using one combat dice to determine which spells can be cast that round. Skull = power 1 spells, White Shield = power 1 & 2 spells, Black Shield = Any spells. Spells can be cast without using an action but only one spell can be cast per turn and spells are discarded after use. Spells are kept hidden from the EWP until they're cast, Magic Aura gives two defence dice as standard, you need one free hand to cast and can use items that the wizard can use except that they can use one handed swords but can never ware actual armour.
Amber Wizard: A2 D3 Spear, Dagger, Bracers. Amber Wizards are shaman who use the orange, dark earth elemental wind. Their magic tends to be based around entrapment. Amber Wizards can use any type of spear and hate Greenskins, allowing them to reroll one unsuccessful combat dice once when attacking them in melee.
Amethyst Wizard: A3 D2 Scythe (attacks with three combat dice, can attack diagonally, two handed), Sword (attacks with two combat dice). Amethyst Wizards are warlocks who use the purple, dark fire elemental wind. Their magic tends to be based around short range offensive spells. Amethyst Wizards can use a scythe and hate Undead, allowing them to reroll one unsuccessful combat dice once when attacking them in melee.
Bright Wizard: A3 D2 Broadsword. Bright Wizards are fire mages who use the red, light fire elemental wind. Their magic tends to be based around high powered long range destruction spells. Standard melee attacks are fire based. When using a weapon that is already fire based, black shields count as skulls.
Celestial Wizard: A3 D2 Broadsword. Celestial Wizards are seers who use the blue, light air elemental wind. Their magic tends to be based around altering future events. Celestial Wizards can cast power level 2 spells if a skull is rolled for the winds of magic.
Gold Wizard: A3 D2 Broadsword. Gold Wizards are alchemists who use the yellow, light earth elemental wind. Their magic tends to be based around hindrance. Gold Wizards can create 25gp after each Quest and can create an Elixir by moving directly adjacent to the front side of an Alchemist's Bench. Elixirs can be used to create 25gp or to revive a dead companion in the same way as an Elixir Of Life except that the ally is revived with only 1BP. Each Alchemist's Bench can only be used to create one Elixir.
Grey Wizard: A3 D2 Broadsword. Grey Wizards are sages who use the grey, dark air elemental wind. Their magic tends to be based around movement. Grey Wizards hate Chaos, allowing them to reroll one unsuccessful combat dice once when attacking them in melee.
Frost Wizard: A3 D2 Broadsword. Frost Wizards use the cyan, dark water elemental wind. Their magic tends to be based around high powered offensive spells. Frost Wizards defend on black as well as white shields.
Jade Wizard: A2 D3 Sickle (attacks with two combat dice, can attack diagonally), Cloak Of Protection. Jade Wizards are druids who use the green, light water elemental wind. Their magic tends to be based around low powered defensive spells. Jade Wizards can use their attacking action to heal BP of their own or a directly adjacent target once per Quest. Roll 1D6 when the healing is used, on a six no BP is healed, otherwise the number shown is the number of healed BP. This isn't classed as casting a spell so it can't be stopped. Keep the Jade Magic card with your spell cards until you've used the healing ability.
Light Wizard: A3 D2 Broadsword. Light Wizards are priests who use the white wind of magic, which is made up of the combination of the four light elemental winds. They have a broad mix of spells types. Light Wizards can cast power level 3 spells if a white shield is rolled for the winds of magic.
Yes please.MadMickyG wrote:Do I need to give you a rundown of my Monks abilities and gear?
Whatever he has as a starting character. They'll be extra equipment available, we'll see how it compares with yours, shouldn't be problem.MadMickyG wrote:I ask, as I made a few extra items for my game including a Heavy Axe (bastard axe) and a Heavy Spear (Bastard Spear), to allow improved damage for some characters.
Can play with whatever gear is allowed by your rules, or if my Monk can bring what he is currently wearing.
You need to decide who gets the bright wizard and who gets the frost wizard, then pick one each from the remaining seven.Sotiris wrote:I have no problem with any of your spellcasters. Which one you want from me to play? And then i'll select one of my heroes.
The spells are here: http://www.mediafire.com/download/joi73jf329bbrr4/Winds_of_Magic.zip Sotiris, would you mind using your random generator for this please? Micky could go first if you like so you have a better idea of what spells you want to go for.
There's a lot of spells and I don't want to put you off with new content overload so I'll list a brief description here so you only need to worry about the two sets you've chosen. The unique abilities of some of them have been altered slightly to make them more balanced, these are the updated ones.
College Wizard: M6 (lowest two of three dice) BP5 MP5 L1Magician. Four college spells, any of which can be exchanged once and at the same time for random replacements. Every round a power roll will be made for the winds of magic using one combat dice to determine which spells can be cast that round. Skull = power 1 spells, White Shield = power 1 & 2 spells, Black Shield = Any spells. Spells can be cast without using an action but only one spell can be cast per turn and spells are discarded after use. Spells are kept hidden from the EWP until they're cast, Magic Aura gives two defence dice as standard, you need one free hand to cast and can use items that the wizard can use except that they can use one handed swords but can never ware actual armour.
Amber Wizard: A2 D3 Spear, Dagger, Bracers. Amber Wizards are shaman who use the orange, dark earth elemental wind. Their magic tends to be based around entrapment. Amber Wizards can use any type of spear and hate Greenskins, allowing them to reroll one unsuccessful combat dice once when attacking them in melee.
Amethyst Wizard: A3 D2 Scythe (attacks with three combat dice, can attack diagonally, two handed), Sword (attacks with two combat dice). Amethyst Wizards are warlocks who use the purple, dark fire elemental wind. Their magic tends to be based around short range offensive spells. Amethyst Wizards can use a scythe and hate Undead, allowing them to reroll one unsuccessful combat dice once when attacking them in melee.
Bright Wizard: A3 D2 Broadsword. Bright Wizards are fire mages who use the red, light fire elemental wind. Their magic tends to be based around high powered long range destruction spells. Standard melee attacks are fire based. When using a weapon that is already fire based, black shields count as skulls.
Celestial Wizard: A3 D2 Broadsword. Celestial Wizards are seers who use the blue, light air elemental wind. Their magic tends to be based around altering future events. Celestial Wizards can cast power level 2 spells if a skull is rolled for the winds of magic.
Gold Wizard: A3 D2 Broadsword. Gold Wizards are alchemists who use the yellow, light earth elemental wind. Their magic tends to be based around hindrance. Gold Wizards can create 25gp after each Quest and can create an Elixir by moving directly adjacent to the front side of an Alchemist's Bench. Elixirs can be used to create 25gp or to revive a dead companion in the same way as an Elixir Of Life except that the ally is revived with only 1BP. Each Alchemist's Bench can only be used to create one Elixir.
Grey Wizard: A3 D2 Broadsword. Grey Wizards are sages who use the grey, dark air elemental wind. Their magic tends to be based around movement. Grey Wizards hate Chaos, allowing them to reroll one unsuccessful combat dice once when attacking them in melee.
Frost Wizard: A3 D2 Broadsword. Frost Wizards use the cyan, dark water elemental wind. Their magic tends to be based around high powered offensive spells. Frost Wizards defend on black as well as white shields.
Jade Wizard: A2 D3 Sickle (attacks with two combat dice, can attack diagonally), Cloak Of Protection. Jade Wizards are druids who use the green, light water elemental wind. Their magic tends to be based around low powered defensive spells. Jade Wizards can use their attacking action to heal BP of their own or a directly adjacent target once per Quest. Roll 1D6 when the healing is used, on a six no BP is healed, otherwise the number shown is the number of healed BP. This isn't classed as casting a spell so it can't be stopped. Keep the Jade Magic card with your spell cards until you've used the healing ability.
Light Wizard: A3 D2 Broadsword. Light Wizards are priests who use the white wind of magic, which is made up of the combination of the four light elemental winds. They have a broad mix of spells types. Light Wizards can cast power level 3 spells if a white shield is rolled for the winds of magic.