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Daedalus wrote:I liked some of the earlier spell suggestions, and decided to work them up a bit differently as Swamp Spells. First, I have a redo of Baylor_OgreBane's Will-'O-Whisp spell incorporating Goblin-King's suggestion.
Will-'o-wisp
Gaseous balls of energy appear, sparking
maliciously. This spell may be cast on any
one Hero, including yourself. That Hero
may roll two extra combat dice when
defending. The spell is broken when the
Hero suffers 1 Body Point of damage.
Second, there is Gold Bearer's Swamp Zombies and Marsh Skeletons mashed up with Summon Undead. Fimir in a Swamp could use a summoning spell, but Summon Undead is already a Chaos Spell.
Swamp Summons
This spell conjures up a group of putrid
undead to attack the caster's enemies.
(Swamp Skeletons and Zombies have 1
extra Body Point. Place them adjacent to
the caster.) Roll one red die:
Roll 1 or 2 = 3 Skeletons
Roll 3 or 4 = 2 Skeletons, 1 Zombie
Roll 5 or 6 = 3 Skeletons, 2 Zombies
Third, I worked up Baylor_OgreBane's Tangling Weeds suggestion with elements of MrBigB's Creeping Snare and Dewayne Agin's Slime. Slime belongs with Dewayne Agin's Fimir Spells and should be left out of the Swamp Spell Cards, but a movement restricter works great thematically.
Tangling Vines
This spell may be cast to ensnare one Hero
in tangling vines and roots. That Hero may
not move and rolls one less combat die to
defend. The spell can be broken on a
future turn by the Hero rolling one red die
for each of his Body Points. If a 6 is rolled,
the spell ends. An adjacent Hero may also
roll to end the spell as a special action.
mako-heart wrote:Is there anyway we can get this as a put together as a complete pack with the tiles and monsters and cards all professionaly done? Or did I miss that somewhere I'd totally be in on this!
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