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slev wrote:Given the range of Chaos Spells out there, a little TOO random, the point with Escape being especially pointless, and the various "summon" spells being downright dangerous to the caster!
You may want it to be "draw three, keep one" to get around this. You could still draw badly, but it's not as likley!


Goblin-King wrote:I would rule the summon spells to benefit the caster though.




Well escape would work the way I described, I actually like it. You have to cast it if you want to draw another spell so chances are nothing will happen but you could end up in a room full of monsters. Low risk but heavy punishment if you go if it and it goes wrong.slev wrote:Given the range of Chaos Spells out there, a little TOO random, the point with Escape being especially pointless, and the various "summon" spells being downright dangerous to the caster!
You may want it to be "draw three, keep one" to get around this. You could still draw badly, but it's not as likley!
This one's is going to be text heavy because of the chance of losing BP/MP and falling under the control of the EWP. I don't want to lose either effect.Geofonos wrote:Seems a little "heavy" on the text to me.
Yep. Originally it was when you cast the spell instead of when you draw the spell into the staff. That way there's no risk to seeing what spell you get and you might decide it's worth casting with 1BP/MP. I changed it because the ambiguity of whether or not the EWP has to cast the spell that caused them to switch sides took up too much space to clarify but by changing the way it works I broke the spell. I'll have a play around with wording to see what I can come up with, I preferred when it was when the spell is cast anyway.Goblin-King wrote:But in an actual game I would just stop using the staff once my MP reach 1.
Yes it is. Maybe to make it more of a risk it should have two tests, one to see if you lose BP/MP when you draw the spell and one to see if you are controlled by the EWP when you cast the spell. That's making it more complicated though. Another option is a chance to fail the casting, skull = fail, black shield = fail and lose the spell. Going to have to a have a bit of a think, it can't stay as it is because like you say, you just won't draw a spell if you're down to 1BP/MP.Goblin-King wrote:But basically gaining 3-5 free mercenaries seems very powerful!
Escape isn't useless, it might actually benefit the player but odds are if there's a square marked on the map for it then you're going to be in trouble so it's a risk but you have to cast the spell to draw another. Like I said, I quite like that but rust is a problem, maybe it could reduce their attack or defense dice by one. Another option would be to allow the player to draw another spell to replace the one in the staff. I'm going to have a good look through the chaos spells before deciding what to do, including the expansions.Goblin-King wrote:The only problem is Escape being useless. And to a certain degree Rust as well, as monsters don't carry equipment per se depending on how you want to play it.
I'd much rather not go that rout if I can help it.Goblin-King wrote:Maybe there should be a series of staves that relate to just a single particular spell? Same rules, but it's the same spell that gets loaded into the staff each time.
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