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Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spells)

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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby lestodante » December 12th, 2021, 6:53 am

Anderas wrote:the Level 2 air spells seem to be a little weaker than the originals

From the Air set, I think Swirls and Fury of the Wind (Dripping Windmill) are good spells.
If the Wizard is bearing one of the four staves he can also take the related level 2 set for that element. So he will own three additional spell cards.
The wizard must chose a staff at the beginning of the quest.


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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby Daedalus » December 16th, 2021, 1:45 am

L2 Fire spells:

Incendiary Sphere

You can hurl a fiery sphere at an
enemy. Give Morcar two to five
combat dice and roll a red die. If
the result is less than the number
of dice given, the spell explodes
in your hands--reduce your Body
points by 1. Otherwise, Morcar
rolls. For each skull, reduce the
enemy's Body points by 1. Do
NOT discard this card after use.

Here's a faster-playing alternative that fully puts the press your luck mechanic in the Hero player's hands (fun.) Also, a few new terms were swapped in:

Burning Sphere

You can hurl a burning sphere at
a monster. Take a red die, two to
five combat dice, and then roll. If
the red die result is less than the
number of combat dice, the spell
explodes in your hands--reduce
your Body points by 1. Otherwise,
for each skull result reduce the
monster's Body points by 1. Do
NOT discard after use.

In both versions, the text is kind of crowded, but the push-your-luck mechanic is what fun games are all about. Sure is powerful because of its reusability, though--I'm sure it's a blast. Has it been playtested?

---------------------------------------------------

Circle of Fire

Unleash a circle of fire which
attacks anyone around you. Any
miniature placed in a square
adjacent or diagonally to yours
has to roll two combat dice. For
each skull rolled, the target
loses 1 Body point.
Discard after use.

Same spell with some alternative text changes:

Ring of Fire

You unleash a ring of fire that
scorches anyone around you.
Figures in a diagonal or adjacent
square to yours must roll two
combat dice. A victim's Body
points are reduced by 1 for each
skull rolled. Discard after use.

Again, but with the caster rolling dice:

Ring of Fire

You unleash a ring of fire that
scorches anyone around you.
Roll two combat dice for each
figure in a diagonal or adjacent
square to yours. A victim's Body
points are reduced by 1 for each
skull rolled. Discard after use.

---------------------------------------------------

Phoenix Ashes

This spell can resurrect you or
another hero who has just died.
Roll two red dice and add the
initial Mind points score of the
hero you want to raise. If the
total exceeds 9, the hero revives
with 2 Body points. Each attempt
consumes 1 Mind point. Discard
the spell if the hero is restored
or you only have 2 Mind points.

Basically the same stuff with alternate wording:

Ashes of the Phoenix

This spell is cast immediately
after you or another hero has
died. Roll two red dice and add
the hero's starting Mind point
score. If the total exceeds 9, the
hero has 2 Body points restored.
Each attempt reduces your Mind
points by 1. Discard the spell
once the hero is revived or your
Mind points are reduced to 2.

(The text could be made less crowded if the second discard condition were dropped. After 1 Mind Point, the spell can't be cast anyway.)

I wonder if you intend that the Wizard may attempt to resurrect himself over multiple turns as his spirit wanes. The opening wording of the first version seems to allow it, but the second version doesn't.
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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby Anderas » December 16th, 2021, 4:56 am

This spell is cast immediately
after you or another hero has
died. Roll two red dice and add
the hero's starting Mind point
score. If the total exceeds 9, the
hero has 2 Body points restored.
Each attempt reduces your Mind
points by 1. Discard the spell
once the hero is revived or your
Mind points are reduced to 2.


That second version does not specify that it is the target's MP being used for the die roll.
So I propose a "target" here.

Is it really meant to be cast by the wizard on himself after he died? Wow that's a strong spell.

This spell is cast immediately
after you or another hero has
died. Roll two red dice and add
the target hero's starting Mind point
score. If the total exceeds 9, the
hero has 2 Body points restored.
Each attempt reduces your Mind
points by 1. Discard the spell
once the hero is revived or your
Mind points are reduced to 2.


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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby lestodante » December 16th, 2021, 3:09 pm

Yes, it was intended for the Wizard to resurrect himself. It was inspired by Ikki of Phoenix in Saint Seya series when he resurrect himself and come back to help his friends.
The image is aslo inspired by the same scene :mrgreen:


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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby Anderas » December 16th, 2021, 3:45 pm

But then he nearly always succeeds, having start MP of 6 plus 2d6 is like 92% success.

Ok, it works just once, afterwards the card is discarded.
That's like a super cool potion of healing, effect wise, and the fluff of the Phoenix tells us that it will come back from the ashes.

Can it be stored in the spell ring?


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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby lestodante » December 16th, 2021, 3:55 pm

if used on himself is like having just 2 more BP. The Armband of Healing is even more useful as it works automatically and with no risk to fail.
You CAN'T have this spell always because the Phoenix Staff is also required and for some quests it can happen the Wizard to choose a different staff.
Yes, the wizard could store this in the Spell Ring but it can be used only to resurrect other heroes, not himself: once he's dead, he can use this spell (the card) but no rule says the ring can be used by a dead hero.


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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby Daedalus » December 29th, 2021, 6:41 pm

Level 2 Water spells:

The first versions just have a few grammar edits, while the second versions have some alternate phrasing:

Liquid Body

You can use this spell on any
character at any time (for
example while another hero is
taking damage from an enemy
or a trap.) His body will become
liquid for a few moments, which
will be enough for him not
to suffer any damage.
Discard after use.


Flowing Body

This spell may be cast on your
or another player's turn. Any
character who would suffer
damage becomes liquid for a
few moments so that his Body
Points aren't reduced. The
spell is then discarded.

________________________________



Siren's Chant

Invoke the siren song to enchant
any monster. On its turn, it will
attack other monsters until it is
the only monster left in the room.
The victim can try to resist if it
rolls equal or less than its Mind
points on a red die. Ineffective
against Undead or other magical
creatures. The spell is
then discarded.


Siren's Song

You can enchant a monster. On
your turn, you may move it and
attack monsters in the same
room or corridor the spell was
cast until none remain. It resists
if it rolls equal to or less than its
Mind points on a red die. The
spell is then discarded. May
not be used on Undead or
magical creatures.


  • Consider specifying ". . . It resists if it rolls . . ." > . . . It immediately resists if it rolls . . . OR . . . Each turn, it may resist if it rolls . . .
  • The term "magical creatures" lacks a precedent in HQ. Do you mean a Gargoyle or the Frozen Horror, for instance? What about a Chaos Sorcerer, the Witch Lord, or Sinestra? I'd say go with one such as the Gargoyle or omit the phrase entirely to make it more accessible for others.
________________________________


Flood

You can only cast the spell inside
a room. A huge wave of water will
attack anyone inside with two
combat dice OR you can use it at
any time to cancel the effects of
a Firestorm spell by rolling a
Skull on a combat die. The spell
is then discarded.


Deluge

This spell may only be cast within
a room. A tidal wave attacks
anyone inside with two combat
dice OR you can immediately
cancel the effects of a Firestorm
spell by rolling a Skull on one
combat die. The spell is
then discarded.
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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby lestodante » December 29th, 2021, 7:25 pm

Thank you again.
Daedalus wrote:[*]The term "magical creatures" lacks a precedent in HQ. Do you mean a Gargoyle or the Frozen Horror, for instance? What about a Chaos Sorcerer, the Witch Lord, or Sinestra? I'd say go with one such as the Gargoyle or omit the phrase entirely to make it more accessible for others.

I meant creatures that are not "thinking" or with "no life". a Gargoyle for example or an empty armor animated by magic.
You can't influence th emind of someone that doesn't "think" (as for the undead).
A Sorcerer has a mind so he will be affected but usually they have higher Mind Points so they should be able to resist the spell.


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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby Daedalus » December 30th, 2021, 1:49 am

lestodante wrote:Thank you again.
Daedalus wrote:[*]The term "magical creatures" lacks a precedent in HQ. Do you mean a Gargoyle or the Frozen Horror, for instance? What about a Chaos Sorcerer, the Witch Lord, or Sinestra? I'd say go with one such as the Gargoyle or omit the phrase entirely to make it more accessible for others.

I meant creatures that are not "thinking" or with "no life". a Gargoyle for example or an empty armor animated by magic.
You can't influence th emind of someone that doesn't "think" (as for the undead).
A Sorcerer has a mind so he will be affected but usually they have higher Mind Points so they should be able to resist the spell.

I see. Consider this:

Siren's Song

You can enchant a monster. On
your turn, you may move it and
attack monsters in the same
room or corridor the spell was
cast until none remain. It resists
if it rolls equal to or less than its
Mind points on one red die. The
spell is then discarded. May be
cast on natural creatures only.
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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby Daedalus » January 8th, 2022, 9:44 am

Here's the last of the Level 2 Elemental spells! I hope they get to see some use from English speakers.

Level 2 Air Spells

The first offerings are only edited for grammar, while the second versions have some reworked words and phrases, as well.

Swirls

You can unleash whirlwinds
inside a room. All present, both
Heroes and monsters, apart from
you, suffer an attack of 3 combat
dice. The attack is unique and
each will then have to defend
himself individually. If there is
furniture in the room, add one
more die on attack. Discard
after use.


Cyclone

This spell unleashes violent
whirlwinds within a room.
Monsters and and Heroes
other than yourself must defend
against seperate attacks of three
combat dice each. If there is any
furniture, increase each attack
by one die. The spell is
then discarded.

______________________________________

Silver Breath

You can use this spell to safely
open a chest, automatically
neutralizing any of its traps OR
to immediately wipe out a Cloud
of Chaos spell. Discard after use.


Silver Breath

This spell safely opens a
treasure chest, rendering any of
it's traps harmless OR it
immediately cancels a Cloud of
Chaos spell. The spell is
then discarded.

______________________________________

Fury of Wind

Cast the spell on any Hero. On
his next turn, he may gain extra
attacks. Should his next attack
kill an enemy, he may move two
squares more and immediately
attack again. If it is killed, the
Hero may keep moving two
squares and attacking until a
monster can't be reached and
killed. Discard after use.
.

Wind's Fury

This spell propels a Hero into
extra attacks on his next turn.
Should the Hero kill a monster,
he may move two square
spaces and immediately attack
again. This continues until
another monster can't be
reached and killed. The spell
is then discarded.


I changed the ending condition of the first version from ". . . until his attack is blocked or he can't reach a monster.. . ." > . . . until a monster can't be reached and killed.. . . This was done because a blocked attack condition doesn't account for 1) a simple miss or 2) a successful hit that doesn't kill a monster with multiple Body points; these both should end the spell. Ten lines is also a better fit.

Fury of Wind is a very powerful spell. My impression is when combined with Courage or potions, it might even be overpowered. For the first version, consider replacing ". . . On his next turn, he may gain extra attacks.. . . If it is killed, the Hero may keep moving two squares and attacking until a monster can't be reached and killed. Discard this spell." > . . . On his next turn, he may gain an extra attack.. . . This repeats on future turns until another monster can't be reached and killed. The spell is then discarded.

For the second version--same reason--consider replacing "This spell propels a Hero into extra attacks on his next turn.. . . This continues until another monster can't be reached and killed.. . . " > This spell propels a Hero into an extra attack on his next turn.. . . This repeats on future turns until another monster can't be reached and killed.. . .
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