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Ideas for new Wizard equipment

Discuss card making and cards you have made.

Re: Ideas for new Wizard equipment

Postby Goblin-King » June 2nd, 2012, 3:44 am

Well... I like the basic idea very much.
But, I don't think the fire staff should be the one to get a damage boost since fire are already the pretty much only offensive spells.
Keeping the 2 ranged attack dice on the staff clearly out weights using the fireball. I can't see myself ever choosing to cast the last spell.

Since it's wizard only. I would actually consider nerfing the staves so that you have to have ALL three spells to make the special power work.


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Re: Ideas for new Wizard equipment

Postby Zenithfleet » July 14th, 2012, 11:34 am

Just dropped in after a long absence - thanks for the feedback everyone! I'll dig these out of my hobby folder and see if I can finish them off sometime soon.

Had a quick thought about the Robe of Dusk - maybe instead of making you immune to spells, it lets you blend into the background and become invisible? Not sure how to represent this. It should make it hard for monsters to attack you (because they can't see you). Hmm...

Goblin King, good point about the Fire staff. Maybe instead of giving you 2 dice at range while you're holding onto at least one Fire spell, it only gives you 1 die, but you can use it to supercharge your Fire spells when you cast them? (e.g. when you cast Ball of Flame, it will do extra dice of damage?) That way it would increase the offensive power of Fire (which I think is appropriate), but usually only three times in a Quest.
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Re: Ideas for new Wizard equipment

Postby Zenithfleet » July 15th, 2012, 10:01 am

Right, I've had a think and done some revisions. I've adjusted the pricing as suggested, and weakened the Fire staff's attacks.

I've also changed the way the Fire staff and the Robe work--now they grant re-rolls (i.e. if you roll the die and get a bad result, you can roll again, but only the second result counts). With the Robe, this represents the Wizard becoming hard to see, so that monsters have trouble hitting him.

Also, the Robe now doesn't give you an extra defence die like the Cloak of Protection, so you have to decide which one you prefer (as you can't wear both).

Here's version 2 of the staves (and robe), arranged from cheapest to most expensive. Fitting all the text onto each card gave me major headaches! :roll:

Staff of Ice (v2)
Freezes enemies at range & grants vigour
This staff allows you to attack anyone you can see with one die. While you have any remaining Water spells, you may roll one extra movement die. May not be used with any other Staff.
Cost 650 gold coins.
May only be used by the Wizard.
WEAPON

Diamond Staff (v2)
Petrifies distant foes & hardens resolve
This staff allows you to attack anyone you can see with one die. While you have any remaining Earth spells, you may roll an extra defence die. May not be used with any other Staff.
Cost 750 gold coins.
May only be used by the Wizard.
WEAPON

Robe of Dusk (v2)
Shrouds the wearer in illusory night
While you have any remaining Air spells, you may re-roll your defence dice once each time you are attacked (except traps). Only the new result counts, even if it is worse! May not be used with the Cloak of Protection.
Cost 850 gold coins.
May only be used by the Wizard.
ARMOUR

Burning Staff (v2)
Incinerates opponents from afar
This staff allows you to attack anyone you can see with one die. While you have any remaining Fire spells, you may re-roll each attack once. Only the new result counts. May not be used with any other Staff.
Cost 950 gold coins.
May only be used by the Wizard.
WEAPON
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Re: Ideas for new Wizard equipment

Postby Sjeng » July 15th, 2012, 12:34 pm

I like them :)
One adds to defense, one adds to offense, one adds to movement, and the cloak adds to defense as well. Well, two defensive items might be much, but it combines well to have a cloak and a staff.
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Re: Ideas for new Wizard equipment

Postby Bareheaded Warrior » July 9th, 2023, 3:55 am

I agree it would be good to finally deliver on the promise below:

NA Edition: Rules of Play wrote:Wizard: Since there are so few things that you can buy from the Armoury, it would be wise for you to save your money. Other powerful magic items will be offered for sale in future adventures (in the Quest Packs). You may wish to spend your money on those items.


For completeness I've included some existing SE Equipment / Quest Treasure Cards in this list

Gathering Storm Equipment Cards

Bracers of Defence
The bracers allow you to roll one extra combat die in defence.
May only be used by Wizard.
Cost 200 gold coins.


Cloak of Protection
The cloak allows you to roll one extra die in defence.
May only be used by Wizard
Cost 350 gold coins.


Wizard's Staff
Wizard only, Basic, Both Hands
The Wizard's staff allows you to attack diagonally with 2 combat dice.
Cost 250 gold coins.


Gathering Storm Quest Treasure Cards

Talisman of Lore
Artefact
The Talisman allows you to increase your Mind points by one as long as you have the Talisman in your possession.

Note: Reduced to Mind Point +1 as per NA edition, to create space for "Crown of Sorcery", Objective - Q5: Melar's Maze

Wand of Recall Concurrence
Artefact
The Wand of Recall Concurrence allows you to cast two spells instead of one during your turn.

Note: Q8 The Fire Mage, although it may be an improvement if Balur is equipped with this Quest Treasure.

Ring of Escape
When invoked, this magical ring will return all characters that the ring wearer can "see" to the starting point of the Quest. The card is then discarded.
Cost ? gold coins.

Note: Q8 The Fire Mage, worn and used by Balur for his first appearance/disappearance.

Orcs Bane
Artefact, Weapon, Basic
The sword, Orcs Bane allows you to roll two combat dice in attack. You may attack TWICE if you are fighting Orcs.
WEAPON

Note: Q11 Bastion of Chaos

Note: I've included this one in the spellcaster list as under my rules the Wizard can use a shortsword and can therefore use Orcs' Bane

Ring of Recall
This ring enables the wearer to roll a combat die having cast a spell and if a :blackshield: is scored then the wearer may keep the spell card for another use rather than discarding it


Note: This could probably be used instead of the Spell Ring from NA Edition, and may require the existing Wand of Recall to have a name change, perhaps to "Wand of Concurrence"

You could also reduce the MP bonus from Talisman of Lore from +2 to +1 as per the NA edition and introduce a new +1MP item

Kellar's Keep Equipment Cards

Wand of Fire
Wizard only, missile attacks 2AD
Cost 1000 gold coins


Note: (if you go with this then need to revisit spells and make sure all those that are magic missiles, have something better than just a 2AD strike, like no LOS (Fire of Wrath), 3AD (Ball of Flame), Area of Effect (Lightning Bolt), tempted to revisit Ball of Flame to make it area effect…

Wizards of Morcar Equipment Cards

Potion of Magical Aptitude
Potion, Spellcaster Only
You discover a vial of silvery liquid under a loose flagstone. You may drink it at the beginning of your turn and it allows you to roll two extra combat dice when you use a Mind Combat spell. Discard after use.
Cost 400 gold coins


These next 3 are given out for free at the start of WoM, it would make more sense for them to be found or bought prior to WoM
See Magic, Mind Points and the Talisman of Lore for more details

Scroll of Protection
Spellcaster only
This scroll allows the holder to choose the Spells of Protection set as one of their sets to prepare for a Quest.
Cost 1000 gold coins


Scroll of Detection
Spellcaster only
This scroll allows the holder to choose the Spells of Detection set as one of their sets to prepare for a Quest.
Cost 1000 gold coins


Scroll of Darkness
Spellcaster only
This scroll allows the holder to choose the Spells of Darkness set as one of their sets to prepare for a Quest.
Cost 1000 gold coins


Crown of Sorcery
Spellcaster only
This headgear gives the wearer an extra starting Mind Point.
Cost 1000 gold coins


This last one could be introduced prior to AtOH, possibly worn by the Witch Lord at the end of ROTWL? (or I could include it in my bridging quest pack - The Fall of Sir Ragnar (after AtOH, before WoM)

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:skull: = one hit
:blackshield: = one hit & pushback
:whiteshield: = cancels one hit

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