In one turn, a spell may also be re-cast and boosted at double the cost, or it may be re-cast and maximized at triple the cost. Failing to boost or maximize a spell uses an action, but the spell itself is not used up if still available. Re-tries are allowed as a new action.
The following items can now be purchased between Quests from a new table, The Wizard's College:
A Staff of Sorcery may be purchased for 200-800 gold coins. Like the Staff from the Armory, it gives the strength of 1 combat die and may be used diagonally, but may not be used with a shield. The Wizard's Staff artifact may be enchanted with any Staff of Sorcery ability for the listed cost. Staves of Sorcery differ in name, cost, and benefit as follows:
- A Lesser Staff of Sorcery may be purchased for 200 gold coins. A Wizard may re-cast spells while it is held. While re-casting, lose 1 Mind Point for every white or black shield rolled.
- A Greater Staff of Sorcery may be purchased for 400 gold coins. A Wizard may re-cast and/or boost spells while it is held. While re-casting, lose 1 Mind Point for every white shield rolled. While boosting, lose 1 Mind point for every white or black shield rolled.
- A Master Staff of Sorcery may be purchased for 800 gold coins. A Wizard may re-cast, boost, and/or maximize spells while it is held. While re-casting, lose 1 Mind Point for every black shield rolled. While boosting, lose 1 Mind Point for every white shield rolled. While maximizing, lose 1 Mind Point for every white or black shield rolled.
- Arcane Diadem The attuned crystal mounted in this golden headband magnifies a spellcaster's powers, halving the casting number of a spell down to a minimum of one (round up). The Arcane Diadem works only once per Quest.
- Sylvan Staff (Lesser, Greater, or Master) These magical staves work exactly like thier Staff of Sorcery counterparts and may be used by the Elf.
- Ember Focus The casting number of Fire spells is reduced by 1 while the casting number of Water spells is increased by 1.
- Vapor Focus The casting number of Air spells is reduced by 1 while the casting number of Earth spells is increased by 1.
- Geode Focus The casting number of Earth spells is reduced by 1 while the casting number of Air Spells is increased by 1.
- Auqueous Focus The casting number of Water spells is reduced by 1 while the casting number of Fire spells is increased by 1.
Hero Elemental Spells
Veil of Mist (1) Sleep (3) Water of Healing (5)
Boost- Hero remains unseen Boost- monster rolls 1red die Boost- affects 2 allies
until the caster's next turn; for every 2 Mind Points Maximize- affects target and
attacking ends the spell Maximize- affects target and any ally adjacent to the
Maximize- as Boost, plus and any monster adjacent target
affects any ally in the room to the target (not undead)
or corridor
Rock Skin (2) Pass Through Rock (1) Heal Body (5)
Boost- cast 2 'layers' of 1 Boost- lasts for next 2 moves Boost- restores 8 Body
combat die each Maximize- cast on target and Points, up to starting
Maximize- as Boost, plus any adjacent allies number
affects any ally adjacent to Maximize- as Boost, plus
the target cast on 2 allies
Genie (4) Swift Wind (1) Tempest (2)
Boost- alternatively can open Boost- roll 3x as many red Boost- lasts 2 turns
1 chest/turn; lasts 2 turns dice as normal on next Maximize- affects target
Maximize- as Boost and use move square and its 4 adjacent
8 combat dice to attack a Maximize- cast on target and squares
monster; alternatively can any adjacent allies
fly 1 Hero over a trap/turn
Fire of Wrath (2) Courage (2)* Ball of Flame (3)
Boost- cast on any 2 Boost- lasts for next 2 Boost- inflicts 1 Body Point
monsters attacks of damage to a figure and
Maximize- as Boost and Maximize- lasts until the each adjacent figure
inflicts 2 Body Points of Hero can no longer "see" a Maximize- as Boost but
damage to each monster monster inflicts 2 Body Points of
damage to each figure
Courage (5)*
Boost- cast on 2 allies
Maximize- affects any ally in
the room or corridor
* use 2 if good for 1 attack only, use 5 if applies against multiple monsters
Chaos Spells
Fear (2) Sleep (3) Command (4)
Boost- roll only 1 red die for Boost- monster rolls 1red die Boost- roll only 1 red die for
every 2 Mind Points for every 2 Mind Points every 2 Mind Points
Maximize- as Boost and Maximize- affects target and Maximize- affects 2 Heroes
affects all Heroes in a and any monster adjacent
room or corridor to the target (not undead)
Tempest (2) Rust (3) Escape (3)
Boost- lasts 2 turns Boost- affects any 2 Helmets Boost- teleport caster and
Maximize- affects target or swords; not effective an adjacent figure
square and its 4 adjacent against artifacts Maximize- teleport any
squares Maximize- as Boost but figures in a room or
affects any metal items corridor
Summon Undead (5) Summon Orcs (5) Cloud of Chaos (5)
Boost- roll 2 red dice for Boost- elite Orcs' with stats Boost- roll only 1 red die for
two seperate results the same as Firmirs every 2 Mind Points
Maximize- roll 4 red dice, Maximize- as Boost and roll Maximize- as Boost and lose
adding 2 to each result 2 red dice, adding 2 to the 1 Body Point per turn
result
Ball of Flame (3) Lightning Bolt (5) Firestorm (6)
Boost- inflicts 1 Body Point Boost- cast 2 bolts in Boost- monsters adjacent to
of damage to a figure and different directions the caster are unaffected;
each adjacent figure Maximize- cast an 90 degree inflicts 4 Body Points dam.
Maximize- as Boost but arcing bolt that inflicts 3 Maximize- as Boost but
inflicts 2 Body Points of Body Points of damage inflicts 5 Body Points dam.
damage to each figure -roll 3 red dice to reduce
Comments:
There's some tactical choice in deciding the number of dice to roll. Roll too few, and the spell isn't re-cast, boosted, or maximized, wasting an action. Rolling too many increases the chance of shields which weaken a caster and may eventually put him into shock. As drinking restoration/vitality potions returns Mind Points, financial access to these potables makes a caster more powerful by extension. I think drathe's reduction of most potion costs by 4/5 would work well with this.
It isn't necessary to include boosting or maximizing, though those options at higher levels definitely increase tactical choice for spell-casters. Simply allowing re-casting alone with the casting numbers of the spells provides a significant increase in a spellcaster's arsenal. Small stickers with the spells' casting numbers at the bottom of the spell cards would also be easier to implement.
The Chaos spells generally won't see a lot of boosting and maximizing due to thier high cost. Certain Quests can get around this by including an artifact or local effect that reduces the prohibitively-high casting cost of a featured spell or two.
Finally, for the most part this hasn't been play-tested, so things aren't set in stone. Constructive criticism is welcome, especially that which pertains to the power increase in spells and their casting numbers. I realize this system significantly complicates spell-casting, but I hope the tactical choices included appeal to a few folks.