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4 New Wizard/Elf Spells

Posted:
July 29th, 2015, 4:08 am
by Decipher
Re: 4 New Wizard/Elf Spells

Posted:
July 29th, 2015, 5:37 am
by Goblin-King
Great idea to just upgrade the existing decks.
Why are the content of the room removed again when you use Clairvoyance?
Isn't it a bit annoying to put stuff on the board and then remove it again?
Is there a way you can make the white in the pictures the same off-white as the rest of the cards?
Re: 4 New Wizard/Elf Spells

Posted:
July 29th, 2015, 6:11 am
by Decipher
Goblin-King wrote:Great idea to just upgrade the existing decks.
Why are the content of the room removed again when you use Clairvoyance?
Isn't it a bit annoying to put stuff on the board and then remove it again?
Is there a way you can make the white in the pictures the same off-white as the rest of the cards?
Yeah, have to change the white later today, I noticed the colors are off but dont know why those pics are. This version of Clairvoyance is like this because the original "opens any door on the board". We play that if the door is open to any room, a monster may leave that room. This Clairvoyance gives the players the edge of knowing whats in the room without risking the monsters inside coming out and attacking the players since the door is still closed.
Re: 4 New Wizard/Elf Spells

Posted:
July 29th, 2015, 6:33 am
by Goblin-King
I get that, but there's no need to remove the content again since the door hasn't been opened.
The entire last paragraph can be omitted.
If the spell reveals 3 orcs in the room, they will still be trapped there until a hero actually opens the door.
Re: 4 New Wizard/Elf Spells

Posted:
July 29th, 2015, 11:29 am
by cynthialee
Good ideas.
It occurs to me though that with the mods I use that any monsters found via spell craft and witchery that these monsters are now 'discovered' and that comes in handy for me.
Re: 4 New Wizard/Elf Spells

Posted:
July 29th, 2015, 11:41 am
by Goblin-King
But they still can't open the door and cause trouble for the heroes - or what?
Of course you can be evil and prepare an ambush by putting three monsters around the door-tile. But that's about it.
Re: 4 New Wizard/Elf Spells

Posted:
July 29th, 2015, 5:36 pm
by Decipher
Yeah, I will probably redo that one. It kind of takes away from the Summon Genie spell. Anyone have any ideas for a spell with that pic in it?
Re: 4 New Wizard/Elf Spells

Posted:
August 2nd, 2015, 7:08 am
by Lemmeron
Energy blast.
Fires 3 bolts of energy that can be directed by the caster to strike the same or seperate monsters in their line of sight. Each bolt inflicts 1 body point of damage unless the target can roll a

on a single combat die for each bolt they are struck by.
Clairvoyance could possibly have "also temporarily reveals traps in the chosen room" added to it to make it more useful and also to make it even more unique to the secondary genie ability.
Re: 4 New Wizard/Elf Spells

Posted:
August 2nd, 2015, 10:37 am
by cynthialee
Goblin-King wrote:But they still can't open the door and cause trouble for the heroes - or what?
Of course you can be evil and prepare an ambush by putting three monsters around the door-tile. But that's about it.
how is that 'evil'?
It is a game. If I get an edge, I am using it.
Re: 4 New Wizard/Elf Spells

Posted:
October 11th, 2015, 5:02 pm
by Daedalus
Shouldn't Energy Blast allow some kind of avoidance dice?
Decipher wrote:Yeah, I will probably redo that one. It kind of takes away from the Summon Genie spell. Anyone have any ideas for a spell with that pic in it?
How about a spell that can be used to open any chest or carry a Hero 2d6 square spaces, possibly avoiding any traps?