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The wizards of Morcar have set spells and some of the enemy magicians I've made do but I'll change it anyway so it works the same way as Destroy Magic.Acquisition: I'm not sure how a Hero would learn of what spells are possessed by a caster in a Quest.
Hmm, good point. It depends how many acchemist benches there are in the campaign. It can be used as a potion of alchemy without the bench. Oh I forgot to add that bit.Alchemy: Using the Main Game System's Quest Book as an example, four Quests contain an Alchemist's Bench, which yields 400 gold coins for 14 Quests. That could buy 12 daggers--a little less than 1 AD per Quest that can miss and be defended. Standing alone, this seems weak to me, but with the right spell I suppose that's okay.
I think I'll take out the part about the caster being immune and lower it's defence dice.Barrier: It has three times the coverage of other barriers and allows just the spell caster's spells through. This is overpowered in a standard game and would best be reserved until high-level play.
But I really like the idea of doublling it because it makes it more interesting. If you wait till you're on 1MP you'll only go up to 2MP. If the wizard casts it before a magic fight he'll go up to 12MP if he hasn't lost any, 14 or 16 if he's got the Talisman Of Lore, depending on whether it's the Euro or US version. It gives them insentive to give it to the wizard who it suits a lot more than the barbarian.Brainwave: This spell works as a way to restore Mind Points plus the possibility of a buff. It's good enough that I'd cap it at 4 bonus Mind Points, similar to a healing spell.
Yea I need to state that it can only be used as soon as the target is nominated.Counterspell: Can this spell be cast after dice have been thrown for damage? At what point would it be too late to use this spell? For instance, a Chaos Sorcerer casts a Ball of Flame, then moves. Must the spell be countered before the CS move or instead before another figure attacks or moves?
That would be just the same as the WoM Dispel, which is really underpowered because you sacrifice one of your own spells just to make the enemy loose a random spell.Destroy Magic: I'd just say, "Randomly choose one enemy spell to remove from the game."
I like it having multiple uses though. It's different from Pass Through Rock because it's permenant and allows anyone to move through the wall. It doesn't do traps.Destruction: Can a trap be destroyed? (I think yes.) How about a pit trap? (I think not.) I'd say stick with the limitation of affecting only a single object. That would rule out a piece of wall, as a piece of a larger object isn't an object. I'd even restrict a blocking wall tile and rule it is connected to adjacent walls, as those tiles are placed in a Quest for a reason. Pass through Rock already allows a Hero to pass through a wall, so I'd say the overlap isn't needed.
I did think of that but forgot to clarify it. I think if they take up more than one square there should be room for them to occupy at least one square with the swapped character without moving anything else.Displacement: Would a large figure with a base size greater than one square be able to swap with a figure surrounded by other figures and/or furniture? Would the other figures be pushed aside, or would the spell fail? Does Displacement work if the caster is in a gray stone area? Displacement can be cast on the same turn as Pass Through Rock if the latter spell has been cast either by another Hero or through the Wand of Magic.
Yes.Divination: Does this include the caster?
I thought about it being a quest breaker but decided against changing it. A 1 in 36 chance of an instant kill is very cool I think. It makes it really unique and it will hardly ever happen.Finger Of Death: My feeling is the spell doesn't need the 1-in-36 auto-kill. The possibility of 6 Body Points of damage is already sufficient to kill most everything, and if it isn't then balance tells me that EQP Ogre was meant to withstand the spell.
Firestorm attacks the whole room except for the caster. I don't think just the adjacent squares would be a big enough area because it would be too easy to avoid. The range is also the same as the D&D spell that it's based on.Fireball: Firestorm already does this and a bit more in rooms without the .5 leftover square. I'd tone this spell down to require the target and figures in adjacent squares to roll 1 red die. That would fill the gap between the other fire spells.
No, it should be 'of a target in sight'.Healing: Does "any target in sight" mean multiple targets? I'd restrict this to a single target in sight. If you intend mass healing, I'd limit it to 2 Body Points or 2 Mind Points for targets in sight in order to keep it closer in line with the benefits for the caster.
Yea.Immobility: I'd change the denial of defense to last until the end of the caster's next turn. Otherwise, the caster and any Hero before the caster in turn order would get only 1 opportunity to attack without defense, but any Hero after the caster in turn order would get 2 opportunities to attack without defense. That seems odd to me.
The storm master one uses a template that suggests it can't be used diagonally but the card just says six squares in a straight line so it's not really clear. The chaos one can't rebound, I just checked. It does need more detail about solid objects though. I'm going to cange the way the range and power works as well. I'm also going to make it do more damage if the target is wearing metal armour. I thought one of the lightning bolts already did that but apparently not.Lightning Bolt: The Storm Master Lightning Bolt already may travel in a diagonal line. What is a solid object? The Chaos Lightning Bolt rebounds off walls and closed doors. This would exclude furniture. Try this: "...it rebounds of solid objects like walls and closed doors, but not furniture, back towards the caster."
The caster would need to have BP and MP to cast it though, it's cast after the target is killed or mind wiped.Preservation: I'd like to see this apply to any target, including the caster. Usually a caster has no actions left to cast any other healing spell out of turn.
It should fit, msybe with a bit of rewording. I can't find the rules for Transfix and Chill Touch at the moment, they're abilities rather than spells but they work in the same kind of way. Yes, BP and MP are exchanged. I've changed some of the effects, it will definitely fit now.Random: How can all of this fit on a spell card? 3. What is the effect of being Transfixed? I don't see the spell in the list. 5. I'm not clear what switched over means. Do you intend Body Points and Mind Points to be exchanged? 6. This is too powerful and complicated. The current effects of 5 spells may need to be tracked with the possibility of other spell effects that may later be cast against the figure.
Bonus action, I'll elaborate that.Reflection: Does casting this spell out of turn count as the caster's action on his following turn, or is it a bonus action?
Yes, I meant to include casting as an attacking action.Temporal Warp: Can another friendly spellcaster have an extra attacking or non-attacking spell instead an extra attacking action? Looks like no.
Yea, allowing the holy water to be drunk out of turn, that would be better. I don't really want to rename these spell because they'll be the last cards I'll be making and until then it would be good if people want to use these spells they can find the original Talisman 3rd edition spells and refer to these rules. Where the names of the spells are the same as others I'll be renaming the other spells and making editted cards for them. I could make cards for the combined spells but the players can figure them out for themselves so it can be up to them to keep track of them. As for the alternate use fror the spell, I like anything that makes a spell unique. There's one spell that uses a peice of furniture, one that uses an item, one that can insta-kill, one that case raise a stat above maximum, one that has a random effect, one that has multiple uses and this one is two completely seperate spells in one.Water Walking: I think that Body Points and Mind Points should be restored as the spell is cast, so the target should drink Holy Water in that same turn. Walking on water effect should last through the target's turn, as that is when he moves. Actually, I think the second effect feels disconnected. I'd remove it and rename the spell."
Gold Bearer wrote:Cheers for the feedback, it really helps. Before I get started on the individual spells, the talisman spells in general are supposed to be a bit more powerful than the standard hero ones.
Daedalus wrote:Destroy Magic: I'd just say, "Randomly choose one enemy spell to remove from the game."
Gold Bearer wrote:That would be just the same as the WoM Dispel, which is really underpowered because you sacrifice one of your own spells just to make the enemy loose a random spell.
Daedalus wrote:Displacement: Would a large figure with a base size greater than one square be able to swap with a figure surrounded by other figures and/or furniture? Would the other figures be pushed aside, or would the spell fail? Does Displacement work if the caster is in a gray stone area? Displacement can be cast on the same turn as Pass Through Rock if the latter spell has been cast either by another Hero or through the Wand of Magic.
Gold Bearer wrote:I did think of that but forgot to clarify it. I think if they take up more than one square there should be room for them to occupy at least one square with the swapped character without moving anything else.
Daedalus wrote:Lightning Bolt: The Storm Master Lightning Bolt already may travel in a diagonal line. What is a solid object? The Chaos Lightning Bolt rebounds off walls and closed doors. This would exclude furniture. Try this: "...it rebounds of solid objects like walls and closed doors, but not furniture, back towards the caster."
Gold Bearer wrote:The storm master one uses a template that suggests it can't be used diagonally but the card just says six squares in a straight line so it's not really clear. The chaos one can't rebound, I just checked. It does need more detail about solid objects though. I'm going to cange the way the range and power works as well. I'm also going to make it do more damage if the target is wearing metal armour. I thought one of the lightning bolts already did that but apparently not.
Daedalus wrote:Preservation: I'd like to see this apply to any target, including the caster. Usually a caster has no actions left to cast any other healing spell out of turn.
Gold Bearer wrote:The caster would need to have BP and MP to cast it though, it's cast after the target is killed or mind wiped.
They're not based on the actual effects of the Talisman spells. It's just that a long time ago when I started makingthese spells I had the Talisman spell cards to hand so I started making rules for them in HQ. They're more powerful than the standard spells because they're supposed to be the good guys version of the chaos spells and it works to make the battle magicians ballanced.Daedalus wrote:Yeah, I was suspecting it was the Talisman system that was bumping the power. I imagine you've figured a way to include them that will balance out okay.
The caster needs to have both targets in sight so it can't be used like that, unless I'm missing something.Daedalus wrote:I'm gonna suggest to not allow a pair-up of Displacement and Pass Through Rock. This circumvents many climax battles by stranding a boss in rock and auto-killing it with just two spells and one turn.
My one's based on the D&D one, so is Fireball.Daedalus wrote:It looks like I was confusing a D&D lightning spell rebounding with the HQ Lighting Bolt spell--nevermind. (It was late.
Oh yea, I forgot about that. I hate that rule. I didn't know they had to have an action left though. This is something that I'll clarify in the Euro/US rules paragraph in the main rules. If they're playing US rules then it can be used like US healing spells.Daedalus wrote:NA rules allow a healing spell to be cast at 0 Body Points if the caster somehow still has an action unspent on his turn. This unfortunately applies to sprung traps only. That's why I thought it would be cool to extend Preservation out of turn to the caster. You're call though, as EU rules are different in this regard.
Gold Bearer wrote:The caster needs to have both targets in sight so it can't be used like that, unless I'm missing something.Daedalus wrote:I'm gonna suggest to not allow a pair-up of Displacement and Pass Through Rock. This circumvents many climax battles by stranding a boss in rock and auto-killing it with just two spells and one turn.
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