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HQ25 Swamp spells poll

Brainstorming topics for the HeroQuest 25th Anniversary Quest Pack.

Which Swamp/Fimir spells should be included?

Poll ended at Tuesday October 17th, 2017 6:48pm

What should the spell set be called?
0
No votes
Fimir Spells
1
1%
Swamp Spells
6
6%
Marsh Spells
0
No votes
Bog Magic
2
2%
What spells should the set contain? (multiple votes)
0
No votes
Swamp spells created by anyone
0
No votes
Swamp spells created by Inn members only
3
3%
A) Acid Rain: All Heroes lose 1 piece of equipment unless roll a white shield on one die.
3
3%
B) Slime: No movement unless caster killed or roll a black shield on one die.
4
4%
C) Slough: One Hero is caught in a Slough Trap. (Lose turn and roll dice = BP. Lose 1 BP if black shield, escape if white shield. Discard one earth or water spell to end spell.)
2
2%
D) Cloud of Flies: All figures in the room or corridor attack and defend with one less die. Does not affect undead or swamp monsters.
3
3%
E) Rot/Putrification: Attacks one Hero with 1-3 dice, defend with dice = current MP. Doesn't affect undead or swamp monsters.
3
3%
F) Insect Swarm: Attacks one Hero with 3 combat dice which is defended with two dice. Doesn't affect undead or swamp monsters.
5
5%
G) Disease: One Hero rolls a combat die immediately and on future turns. A black shield causes 1 BP of damage, but a white shield ends the spell.
2
2%
H) Fever: One Hero defends with one less die. On his turns, he rolls one combat die. The spell ends if he rolls a white shield.
1
1%
I) Bog Plague: One Hero can't attack or defend. Roll one red die for each MP on future turns. Spell ends if a black shield is rolled.
2
2%
J) Noxious Spores: One Hero reroll any successful combat dice within that room or corridor.
3
3%
K) Will 'O Whisp: Any one monster including the caster may roll 2 extra dice when defending. The spell ends when 1 BP is suffered.
2
2%
L) Summon Swamp Beast: Place a Swamp Beast (use Basilisk, Mv:4 At:4 De:6 BP:4 MP:4) in line of sight of the caster which may move and attack immediately.
6
6%
M) Summon Swamp Zombies: Place 3 Zombies that have 3 BP each within LoS of the caster. They may move and attack immediately.
2
2%
N) Toxic Cloud: Place the Toxic Cloud tile within LoS of the caster. Any Hero or monster (not undead or swamp monsters) in the cloud at the start of their turn rolls a combat die. A victim misses his turn if anything but a white shield is rolled, while 1 BP is additionally lost if a black shield is rolled. The spell ends when the caster is killed.
4
4%
O) Pestilence: Any one Hero in LoS attacks and defends with one less die. The victim rolls a red die at the start of his turns. The spell ends if he rolls under his current MP.
3
3%
P) Creeping Snare: Cast on any one square or Hero in LoS. That Hero or any Hero that ends his turn on the square may not move. He also attacks and defends with one less die. The vines have 4 BP but don't defend. Undead and Fimir aren't affected.
4
4%
Q) Acid Spray: Acid envelops one Hero in LoS. The victim immediately rolls a combat die. 1 BP of damage is inflicted if anything but a white shield is rolled, though any chain or plate mail is discarded if a black shield is rolled. Does not affect artifacts.
2
2%
R) Summon Marsh Skeletons: Place 5 Skeletons (Mv:4 At:2 De:2 BP:2 MP:0, diagonal attack) within LoS. They may move and attack immediately.
2
2%
S) Swamp Summons: A group of undead surrounds the caster. Swamp Skeletons and Swamp Zombies have 1 extra BP. Roll one red die. 1 or 2 = 3 Skeletons; 3 or 4 = 2 Skeletons, 1 Zombie; 5 or 6 = 3 Skeletons, 2 Zombies
2
2%
T) Tangling Vines: One Hero may not move and rolls 1 less die to defend. The victim rolls one red die for each of his BP on future turns. If a 6 is rolled, the spell ends. The spell may also be ended by an adjacent Hero forfeiting his action.
6
6%
U) Marsh Mists: One monster may move unseen through spaces that are occupied by Heroes the next time it moves.
5
5%
V) Summon Kobolds: Conjure a group of Kobolds to surround the caster. Roll one red die: 1, 2, or 3 = 3 Kobolds; 4 or 5 = 4 Kobolds; 6 = 5 Kobolds
2
2%
W) Torpor: One Hero rolls 2 fewer dice to both attack and defend, as well as 1 less die to move. Broken immediately or on a future turn by the Hero rolling one red die for each of his MP. If a 5 or 6 is rolled, the spell ends.
3
3%
X) Summon Tentacled Beast: Place the 4x4 Tentacled Beast tile within LoS. It attacks all adjacent Heroes with 3 dice, defends with 3 dice, moves 3, and has 5 BP and 2 MP.
2
2%
Y) Snake Swarm: Place 2 adjacent 1x1 Snake Swarm tiles in LoS. The swarm attacks any number of adjacent Heroes with 2 dice, defends with 3 dice, and has 4 BP.
3
3%
Z) Purple Haze: One Hero must reroll any successful combat dice. The spell is broken immediately or on a future turn by rolling one red die for each MP. If a 6 is rolled, the spell ends.
0
No votes
DD) Cloud of Flies--alternate: Heroes in any room or corridor roll one less die when attacking or defending until the spellcaster's next turn.
3
3%
JJ) Noxious Spores--alternate: Until the caster's next turn, whenever a Hero attacks or defends, he must re-roll all combat dice once and take the worse of the two rolls.
3
3%
LL) Summon Basilisk--Swamp Beast alternate: Place a Basilisk on any square adjacent to the spellcaster. The Basilisk may move and attack at once.
1
1%
GG) Disease--alternate: One Hero rolls a combat die immediately and on future turns. A skull causes 1 BP of damage. A white shield ends the spell, as does any healing.
3
3%
placeholder
0
No votes
 
Total votes : 98

Re: HQ25 Swamp spells poll

Postby Daedalus » Tuesday November 21st, 2017 4:06am

torilen wrote:That alternative is nasty. I like.

Yeah, the alternate Disease likely has a bit more damage potential than Insect Swarm, but the open-ended duration makes it scarier. The healing option is there to guard against death, but usually a white shield will end the spell before enough damage is sustained to justify a heal.
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Re: HQ25 Swamp spells poll

Postby Daedalus » Tuesday November 21st, 2017 3:19pm

Chaos Spells are needed for those who don't want to print or order Swamp Spell Cards. Here's two lists that can be included as a no-frills alternatives in the NA and EU Swamp Spells folders:

Chaos spell proxy list
    Ball of Flame, Cloud of Chaos, Fear, Rust, Sleep, Summon Undead
WoM spell proxy list
    Call Skeleton, Escape, Madness, Rust, Spirit of Vengeance, Strands of Binding
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Re: HQ25 Swamp spells poll

Postby Anderas » Tuesday October 16th, 2018 8:05am

I always think of "Mind Control" as All-Time-Highlight.

Keeping in mind that we wanted to do things to the mind points, I was now going through that list of spells there and voting for every single occasion the Mind Points play a role.

It was not sufficient, the other spells seem to be more interesting.

Here are the top ones, ordered by votes.

6 Votes
L) Summon Swamp Beast: Place a Swamp Beast (use Basilisk, Mv:4 At:4 De:6 BP:4 MP:4) in line of sight of the caster which may move and attack immediately.
T) Tangling Vines: One Hero may not move and rolls 1 less die to defend. The victim rolls one red die for each of his BP on future turns. If a 6 is rolled, the spell ends. The spell may also be ended by an adjacent Hero forfeiting his action.


5 Votes
F) Insect Swarm: Attacks one Hero with 3 combat dice which is defended with two dice. Doesn't affect undead or swamp monsters.
U) Marsh Mists: One monster may move unseen through spaces that are occupied by Heroes the next time it moves.


4 Votes
B) Slime: No movement unless caster killed or roll a black shield on one die.
N) Toxic Cloud: Place the Toxic Cloud tile within LoS of the caster. Any Hero or monster (not undead or swamp monsters) in the cloud at the start of their turn rolls a combat die. A victim misses his turn if anything but a white shield is rolled, while 1 BP is additionally lost if a black shield is rolled. The spell ends when the caster is killed.
P) Creeping Snare: Cast on any one square or Hero in LoS. That Hero or any Hero that ends his turn on the square may not move. He also attacks and defends with one less die. The vines have 4 BP but don't defend. Undead and Fimir aren't affected.
JJ) Noxious Spores--alternate: Until the caster's next turn, whenever a Hero attacks or defends, he must re-roll all combat dice once and take the worse of the two rolls.



Finally, 3 Votes:
D) Cloud of Flies: All figures in the room or corridor attack and defend with one less die. Does not affect undead or swamp monsters.
E) Rot/Putrification: Attacks one Hero with 1-3 dice, defend with dice = current MP. Doesn't affect undead or swamp monsters.
J) Noxious Spores: One Hero reroll any successful combat dice within that room or corridor.
O) Pestilence: Any one Hero in LoS attacks and defends with one less die. The victim rolls a red die at the start of his turns. The spell ends if he rolls under his current MP.
W) Torpor: One Hero rolls 2 fewer dice to both attack and defend, as well as 1 less die to move. Broken immediately or on a future turn by the Hero rolling one red die for each of his MP. If a 5 or 6 is rolled, the spell ends.
Y) Snake Swarm: Place 2 adjacent 1x1 Snake Swarm tiles in LoS. The swarm attacks any number of adjacent Heroes with 2 dice, defends with 3 dice, and has 4 BP.
GG) Disease--alternate: One Hero rolls a combat die immediately and on future turns. A skull causes 1 BP of damage. A white shield ends the spell, as does any healing.


As we are in a fighting vote here, let the spells fight with each other. If there are several aiming in the same direction, the one higher up in the list wins, the other goes.

I marked "Summon" Spells in red. Shaman and Necromancer both have one single summon spell, so let's have one single summon spell here, too.
So with this in mind, i remove "Snake Swarm".

I marked the double noxious spores in blue - again it's safe to assume the lesser-voted for disappears.
Torpor and Creeping Snare seem to aim in the same direction, with one of them much more liked than the other - Torpor is out.
Tangling Vine and Cloud of Flies also aim in the same direction, Cloud of Flies has less votes.
I also see Tangling Vine and Slime aiming roughly in the same direction, so if there are no protests, I would also remove Slime in the same turn. Slime, as it only prevents movement, would be rarely used as far as I know my Zargons and Morcars.
Tangling Vine and Creeping Snare also go in the same direction. Wow, there are lots of ideas to remove defense, attack and movement from heroes.

That makes this shorter list.

L) Summon Swamp Beast: Place a Swamp Beast (use Basilisk, Mv:4 At:4 De:6 BP:4 MP:4) in line of sight of the caster which may move and attack immediately.

T) Tangling Vines: One Hero may not move and rolls 1 less die to defend. The victim rolls one red die for each of his BP on future turns. If a 6 is rolled, the spell ends. The spell may also be ended by an adjacent Hero forfeiting his action.

F) Insect Swarm: Attacks one Hero with 3 combat dice which is defended with two dice. Doesn't affect undead or swamp monsters.

U) Marsh Mists: One monster may move unseen through spaces that are occupied by Heroes the next time it moves.

N) Toxic Cloud: Place the Toxic Cloud tile within LoS of the caster. Any Hero or monster (not undead or swamp monsters) in the cloud at the start of their turn rolls a combat die. A victim misses his turn if anything but a white shield is rolled, while 1 BP is additionally lost if a black shield is rolled. The spell ends when the caster is killed.

JJ) Noxious Spores--alternate: Until the caster's next turn, whenever a Hero attacks or defends, he must re-roll all combat dice once and take the worse of the two rolls.

E) Rot/Putrification: Attacks one Hero with 1-3 dice, defend with dice = current MP. Doesn't affect undead or swamp monsters.

O) Pestilence: Any one Hero in LoS attacks and defends with one less die. The victim rolls a red die at the start of his turns. The spell ends if he rolls under his current MP.

GG) Disease--alternate: One Hero rolls a combat die immediately and on future turns. A skull causes 1 BP of damage. A white shield ends the spell, as does any healing.


The filter on the short list is done with our overall HQ25 policy in mind: We want Mind Point related effects, right?
So there are two direct damage spells: Insect Swarm and Rot/Putrification. Seeing we want to have MP involved, I would remove insect swarm even if it has more votes.

Then I would cast a chimera of the two spells Noxious Spores (which nearly reduces AT and DE to 0) and Pestilence (which has a less strong effect but an end condition on Mind Points) to be:
Pestilence Spores: Whenever the target figure attacks or defends, it must re-roll all combat dice once and take the worse of the two rolls. The victim rolls a red die at the start of his turns. The spell ends if he rolls under his current MP.

Finally I would remove Disease, as it is at the bottom of the list. That would make this list of six swamp spells.

Summon Swamp Beast: Place a Swamp Beast (use Basilisk, Mv:4 At:4 De:6 BP:4 MP:4) in line of sight of the caster which may move and attack immediately.

Tangling Vines: One Hero may not move and rolls 1 less die to defend. The victim rolls one red die for each of his BP on future turns. If a 6 is rolled, the spell ends. The spell may also be ended by an adjacent Hero forfeiting his action.

Marsh Mists: One monster may move unseen through spaces that are occupied by Heroes the next time it moves.

Toxic Cloud: Place the Toxic Cloud tile within LoS of the caster. Any Hero or monster (not undead or swamp monsters) in the cloud at the start of their turn rolls a combat die. A victim misses his turn if anything but a white shield is rolled, while 1 BP is additionally lost if a black shield is rolled. The spell ends when the caster is killed.

Pestilence Spores: Whenever the target figure attacks or defends, it must re-roll all combat dice once and take the worse of the two rolls. The victim rolls a red die at the start of his turns. The spell ends if he rolls under his current MP.

Rot: Attacks one Hero with 1-3 dice, defend with dice = current MP. Doesn't affect undead or swamp monsters.



Any remarks to that list? I am open for discussions, proposals, ideas. I am just a little less open to have too many cards.
Also the texts probably need some rewording, especially for Rot.


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Re: HQ25 Swamp spells poll

Postby Daedalus » Saturday November 3rd, 2018 5:24am

A Swamp spells have gotten some more votes with the recent increase of interest in the project. Alternatives are counted together with their originals. Here's a current breakdown:

    7 votes: Summon Swamp Beast/Basilisk(6+1)
    6 votes: Cloud of Flies (3+3), Noxious Spores (3+3), Tangling Vines
    5 votes: Insect Swarm, Disease (2+3), Marsh Mists
    4 votes: Slime, Toxic Cloud, Creeping Snare
    3 votes: (Acid Rain), Rot/Purification, Pestilence, Torpor, Snake Swarm
    2 votes: Slough, Bog Plague, Will 'O Whisp, Summon Swamp Zombies, Acid Spray, Summon Marsh Skeletons, Swamp Summons, Summon Kobolds, Summon Tentacled Beast
    1 vote: Fever, Purple Haze
Currently, the voted core six Swamp spells are:
    Summon Swamp Beast/Basilisk, Cloud of Flies, Tangling Vines, Insect Swarm, Disease, and Marsh Mists
I dropped Noxious Spores from the top six because it overlaps Cloud of Flies as a debuff spell. I chose to keep Cloud of Flies since it is the only debuff spell that affects a whole room. That tactical differentiation makes it a better choice, in my opinion.

Eight Spell Cards fill a printed sheet, so the current alternates are:
    Noxious Spores, Toxic Cloud, Creeping Snare, Rot/Purification, Pestilence, Torpor, Snake Swarm and Will 'O Whisp.
Two new entries had been added at the top of the spell choices in the poll: Swamp spells created by anyone and Swamp spells created by Inn members only. As a result of those votes, Will 'O Whisp was substituted for Slime in the alternate list.
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Re: HQ25 Swamp spells poll

Postby Daedalus » Saturday November 3rd, 2018 5:28am

Anderas, I plan to discuss your suggested spells, but I first wanted to get up the poll results for comparison. I have switched my vote from Noxious Spores to Cloud of Flies, by the way.

Right off the bat, I can say we only need concentrate on six spells for the set. We can attend to the alternate spell list (if at all) after the base requirements of the expansion have been met. Progress takes precedence at this point.
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Re: HQ25 Swamp spells poll

Postby Anderas » Saturday November 3rd, 2018 6:26am

I plan to make a treasure card like preview pane in the next few days, maybe Monday. Anyone could help me: just have a shared Google sheet with three columns.
pic_path, title_en and body_en with the relevant texts. I can then directly use it.

The pic_path column can even stay empty, it will have a message of picture not found instead of a picture then, no catastrophe.

I have seen in the other threads that the interest goes strongly up as soon as the preview is posted. |_P


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Re: HQ25 Swamp spells poll

Postby Anderas » Sunday November 4th, 2018 3:11am

I was just about to start the card design.

Looking at your choice and at my choice, I see only few overlaps. I don't want to work on an open poll if it means the list of spells can change each day. Imagine we finish a spell and then it is suddenly downvoted and another one upvoted. Let's fix the list and close the poll; then we can start the real work.

I am open for six spells maximum: goulash becomes tasty when the superfluous part is cooked away. A deck for Magic the gathering is efficient if it has not more than sixty cards. There are many examples in real life where too much just thins down the essence.

Meanwhile, I started the skeleton of the card generation spreadsheet, but I won't edit it any further until the card choice is fixed.


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Re: HQ25 Swamp spells poll

Postby j_dean80 » Sunday November 4th, 2018 7:45am

I like the 6 cards per set like the WoM sets.
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Re: HQ25 Swamp spells poll

Postby Daedalus » Sunday November 4th, 2018 7:09pm

Anderas wrote:I always think of "Mind Control" as All-Time-Highlight.

Keeping in mind that we wanted to do things to the mind points, I was now going through that list of spells there and voting for every single occasion the Mind Points play a role.

It was not sufficient, the other spells seem to be more interesting.

Goblin-King wrote:. . . Sure there can be offensive spells - just an emphasis on debuffing. The images I get from "Swamp magic" is being stuck, drowning, diseased, poisoned, being lost and confused. Not so much FIREBALLINTHEFACE BAM! . . .

Yeah, the debuffing aim of this spell list was encapsulated early on in the development stage, so many spells are more physically based. Being poisoned, lost and confused at least suggest room for Mind Points. For a spell group more focused on Mind Points, I'd look to Cultist spells.

Anderas wrote:Here are the top ones, ordered by votes.

I count 27 spells (original and revision spells with one name were counted as one each.) To find the top choices, I wouldn't include those with 3 votes. That only cuts the least popular 12 spells, less than half. Instead, I'd focus the eligibility to 4-7 votes, counting just the better-liked 10 candidates.

Anderas wrote:As we are in a fighting vote here, let the spells fight with each other. If there are several aiming in the same direction, the one higher up in the list wins, the other goes.

I marked "Summon" Spells in red. Shaman and Necromancer both have one single summon spell, so let's have one single summon spell here, too.
So with this in mind, i remove "Snake Swarm".

A core spell set with redundancy isn't desirable, but not without precedent. The Necromancer set summons both Skeletons and a Mummy and creates a Skeleton. The Shaman spell set summons both Orcs and Goblins separately. Spells in an alternate list don't present redundancy issues as they can be picked through, but that isn't our consideration at this point. (I'm fine with no Snake Swarm, by the way.)

Anderas wrote:I marked the double noxious spores in blue - again it's safe to assume the lesser-voted for disappears.

Those spells with double letters are revisions of their matching original spells. The second versions are the ones that should be used; assent, not objections followed for newer versions in the two topic discussions. Counting spell versions separately splits their voting impact, so the votes for originals and their revised counterparts were combined in my count to reflect Inn members desire for the single spell concept.

Anderas wrote:Torpor and Creeping Snare seem to aim in the same direction, with one of them much more liked than the other - Torpor is out.
Tangling Vine and Cloud of Flies also aim in the same direction, Cloud of Flies has less votes.
I also see Tangling Vine and Slime aiming roughly in the same direction, so if there are no protests, I would also remove Slime in the same turn. Slime, as it only prevents movement, would be rarely used as far as I know my Zargons and Morcars.
Tangling Vine and Creeping Snare also go in the same direction. Wow, there are lots of ideas to remove defense, attack and movement from heroes.

I only have one objection in this lot: Cloud of Flies. First, this spell should be counted as1 spell with 6 votes as the two versions only contain a minor wording difference but function identically. Second, I'd say Cloud of Flies varies significantly from Tangling Vines: Cloud of Flies can affect more than one Hero's attack and defense, but only Tangling Vines can fully prevent one Hero from attacking or escaping the need to defend. It's the difference between focusing a debuff (a theme of this set) or spreading it over greater numbers.

Anderas wrote:The filter on the short list is done with our overall HQ25 policy in mind: We want Mind Point related effects, right?

Some would be good, but two or three should do, I think. Chaos spells with Mind Point rolls were set at 40%. I personally wouldn't want to sacrifice a good spell to exceed two spells with Mind Point rolls. Modification to include a Body Point roll might be okay.

Anderas wrote:So there are two direct damage spells: Insect Swarm and Rot/Putrification. Seeing we want to have MP involved, I would remove insect swarm even if it has more votes.

While I like the thematic feel of Insect Swarm, you have a good point about choosing Rot for the Mind Point roll. I switched my vote--now they are even at 4 votes each. Let's go with Rot instead. The wording needs some work. There's no need to mention undead and swamp creatures.

Anderas wrote:Then I would cast a chimera of the two spells Noxious Spores (which nearly reduces AT and DE to 0) and Pestilence (which has a less strong effect but an end condition on Mind Points) to be:
Pestilence Spores: Whenever the target figure attacks or defends, it must re-roll all combat dice once and take the worse of the two rolls. The victim rolls a red die at the start of his turns. The spell ends if he rolls under his current MP.

I'm afraid the poll has a poorly summarize entry for JJ, the Noxious Spores revision. :oops: Checking the link, I just discovered Count Mohawk actually posted this:

    Noxious Spores: This spell fills one room or hallway with hallucinogenic spores. Until the caster's next turn, whenever a Hero attacks or defends in that hallway, he must re-roll all Combat Dice once and take the worse of the two rolls.
While I had preferred Cloud of Flies for reasons already mentioned in this post, the true revision of Noxious Spores can affect more than one Hero as well. That means I'd be more willing to discard Cloud of Flies in favor of Count Mohawk's Noxious Spores, and by extension Pestilence Spores.

If you still want Pestilence Spores in, there are some points to discuss. First, I wouldn't use pestilence, a word for diseases. How about "Deluding Spores" which relates the Mind Points? Second, the Red Die roll is very tough on the Barbarian. I'd rather see the same spell-breaking chance as Chaos spells with MP rolls. Last, the combination of affecting a room and breaking with Mind Points makes this a tougher spell. Despite this, I prefer it over affecting only one Hero.

    Deluding Spores
    .
    This spell spreads hallucinogenic spores that affect all Heroes in the same room as the spellcaster. When attacking or defending, victims must re-roll all Combat Dice and use the worse result. The spell can be ended at once or on a future turn by each victim rolling one red die for each of his Mind Points. If a 6 is rolled, that Hero is no longer affected.

Anderas wrote:Finally I would remove Disease, as it is at the bottom of the list. . . .

Combining votes from both versions put it on my final list.

Anderas wrote:That would make this list of six swamp spells.
Summon Swamp Beast: Place a Swamp Beast (use Basilisk, Mv:4 At:4 De:6 BP:4 MP:4) in line of sight of the caster which may move and attack immediately.

Tangling Vines: One Hero may not move and rolls 1 less die to defend. The victim rolls one red die for each of his BP on future turns. If a 6 is rolled, the spell ends. The spell may also be ended by an adjacent Hero forfeiting his action.

Marsh Mists: One monster may move unseen through spaces that are occupied by Heroes the next time it moves.

Toxic Cloud: Place the Toxic Cloud tile within LoS of the caster. Any Hero or monster (not undead or swamp monsters) in the cloud at the start of their turn rolls a combat die. A victim misses his turn if anything but a white shield is rolled, while 1 BP is additionally lost if a black shield is rolled. The spell ends when the caster is killed.

Pestilence Spores: Whenever the target figure attacks or defends, it must re-roll all combat dice once and take the worse of the two rolls. The victim rolls a red die at the start of his turns. The spell ends if he rolls under his current MP.

Rot: Attacks one Hero with 1-3 dice, defend with dice = current MP. Doesn't affect undead or swamp monsters.

Daedalus wrote:. . . Currently, the voted core six Swamp spells are:
    Summon Swamp Beast/Basilisk, Cloud of Flies, Tangling Vines, Insect Swarm, Disease, and Marsh Mists

We overlap on Summon Basilisk, Tangling Vines, Marsh Mists, and Rot (in place of Insect Swarm.) Pestilence/Deluding Spores needs some discussion, but I could support it. I favor Disease over Toxic Cloud because the former got 5 votes while the later got just 3 by my count.

Anderas wrote:Any remarks to that list? I am open for discussions, proposals, ideas. I am just a little less open to have too many cards.
Also the texts probably need some rewording, especially for Rot.

I agree there is a need for rewording. Be sure to check the spell links in the OP for fuller versions. Let's tackle final versions after we see what the draft cards look like.

There is something I wanted to mention related to another of your posts about wanting a unified NA-EU set. NA Spell Cards always have a Chaos Spell back. Some kind of icon or label will be needed on the text side to distinguish these spells as part of the Swamp set. Maybe a Fimir Shaman icon would do the trick.
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Re: HQ25 Swamp spells poll

Postby j_dean80 » Sunday November 4th, 2018 8:00pm

I prefer adding new special NA Swamp Spells and Kobold Trickster Spells instead of adding them as more Chaos Spells. The Cultists use the Chaos Spells already. It's no different than incorporating WoM into NA format. Also, the Elf Pack introduced a new type of Spells.
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