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

Discuss card making and cards you have made.

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

Postby runnar » Friday August 13th, 2021 5:05pm

lestodante wrote:A little update on this post, almost 1 year and a half old now and is still WIP.
My goal here is to create 3 additional spells (level 2) for each of the elemental groups. Please note the one described at page 1 where at an early stage, I developed them in Italian language first to be sure the text will match the translation too (Italian words are way longer than English ones).
Created 3 more spells for each Darkness, Protection and Detection group.
As previously discussed for the Tyrant's Tomb questpack I split the 8 Elf spells in 3 groups, Time, Nature and Illusion (adding an extra 1 to match a total of 9) and created 3 new ones for each group, so the Elf will also have Level 2 spells now.
Together with the special staffs I created new Magical Skill cards that allow you to use the level 2 spells for one quest only or potions that allow the wizard or the elf to acquire a temporary knowledge of the extra spells or even to mix the groups together. There is a lot of stuff in developing, still waiting for some of the images and also "virtually testing" them trying to avoid smart players to be able to combine skills, spells and special artifacts all together to create some sort of loop where they can use the same spell as many times as they want.
I love the Wizard Hero and trying to make him more enjoyable for the players without overpowering him.
At the same time, Hero Skills are also in developing and will be available for ALL Heroes, including the Wizard.
Below some more samples, Earth and Darkness spells, Level 2.
I will update the images with English text as soon as I can (any help with the translation will be much appreciated).


You are doing an incredible work on this @lestodante. Please, lets we see the final result!
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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby Daedalus » Tuesday December 7th, 2021 3:01am

lestodante wrote:Here are some English cards.
Please feel free to correct any typo or suggest abetter text.

Image
Image

OK! Here goes nuttin' . . .

Sea Staff

The Sea Staff allows you to
convert up to two Mind
points into Body points--or
vice versa--once per Quest. Also,
it allows you to use Level 2
Water Spells. May only be
used by the Wizard
.


Phoenix Staff

The Phoenix Staff grants you
immunity from any Fire magic
damage caused by an enemy
attack once per Quest. Also, it
allows you to use Level 2
Fire Spells. May only be
used by the Wizard
.


Stone Staff

The Stone Staff allows you to
reduce your damage suffered
from a falling rock to a single
die and increase your starting
Body points by +1. Also, it allows
you to use Level 2 Earth Spells.
May only be used by the Wizard.


Wind Staff

The Wind Staff grants you the
ability to successfully jump any
pit trap and adds +4 to any result
of your movement dice. Also, it
allows you to use Level 2 Air
Spells. May only be used
by the Wizard.



Gem of Telor

This ancient gem once belonged
to Telor. It grants +1 Mind points
as long as it is worn. If casting a
spell other than for healing, you
may avoid discarding it by
reducing your Mind points by -2.
Also, if you select the Spells of
Detection, you may take the
related Level 2 spells as well.


Ring of Chaos

This ring holds a random Chaos
spell. Chaos always has its price,
so when you cast the spell in this
ring, reduce your Mind points by
-1. At the start of a Quest, the
ring might regain its power. Roll a
combat die. If a black shield is
rolled, randomly draw a new
Chaos Spell Card. This ring can
store up to three Chaos spells.


May any Hero use the Ring of Chaos, or should it be restricted to spellcasters? Also, the last line about storing three Spells seems kinda weak to me as it would take 18 Quests on average to fill. I'd recommend rolling more combat dice or dropping the last line altogether.

(So perhaps open with)
This ring holds a random Chaos
spell that a spellcaster may cast.. . .
(or)
This ring holds a random Chaos
spell that is cast as a spell scroll.. . .

(and finish with)
. . . Roll two combat
dice. For each black shield rolled,
randomly draw a new Chaos
Spell Card. This ring can store
up to three Chaos spells.
(or)
. . . Roll a Combat
die. If a black is rolled, randomly
draw a new Chaos Spell Card.
..
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WANTS.. YOU


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

Postby lestodante » Tuesday December 7th, 2021 1:58pm

Thank you.
Yes, the Chaos Ring can be used by any one Hero. It's power is randomized by the roll of 1 combat die. I didn't want to make it overpowered. But yes, I guess we can go with roll 2 combat dice and if a :blackshield: is rolled...
I also have another version of the ring, it doens't decrease mind points, but the hero wearing the ring will start each quest with one body point of damage (can be healed during the quests).


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

Postby Kurgan » Tuesday December 7th, 2021 3:19pm

Check the spelling in the "Caos" card. Nice cards!


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

Postby cynthialee » Tuesday December 7th, 2021 3:36pm

my rule on Chaos magic
Once you use a chaos spell you gain 1 point of corruption.

The Evil One may roll that point as a combat dice in hopes of corrupting the character or let it sit and wait for more dice are accumulated. If the Evil One rolls a Black Shield then the Hero will be under the control of the evil one for 1 turn.
Once the corruption dice is rolled the point of corruption is lost to the evil one. It pays to save it back for a multi dice roll. Should that be the case and the evil one rolls more than 1 Black Shield then the Evil One controls the Hero for 1 round for each Black Shield rolled.
If during the course of events the Evil One causes the death of another hero with the controlled hero then that controlled hero falls to the grips of the evil one for all eternity. (prepare for a side quest where Zargon sends the heroes to destroy the dumby who thought playing with Chaos Magic would be ok)

The short answer is just don't tempt fate and use Chaos Magic. Just because I say you can do it doesn't make it a good idea.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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

Postby Daedalus » Wednesday December 8th, 2021 1:09pm

lestodante wrote:Yes, I am changing the description of the Stone Staff with "it prevents you to be trapped when you use Pass Through Rock or by a falling rock trap.". . .

I forgot to include this bit. The new staff:

Stone Staff

The Stone Staff reduces your
damage suffered from a falling
rock to a single die and prevents
being trapped in stone by the
PassThrough Rock spell. The
staff also increase your starting
Body points by +1 and it allows
you to use Level 2 Earth Spells.
May only be used by the Wizard.

Are you interested in editing for the Level 2 Spells you posted earlier?
..
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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby lestodante » Wednesday December 8th, 2021 7:16pm

yes, it would be great.
I have an Italian version available here: https://www.lestodante.com/hq/cards/Inc ... odante.pdf
if someone wish to help with the English version I will translate on the fly and then will add your corrections so they can be downloaded by everyone.


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

Postby Daedalus » Saturday December 11th, 2021 3:57am

Here's the Level 2 Earth spells:

Rock Fall

You create a falling block that
may strike a monster visible to
you. Roll one red die. If you roll 5
or 6, two blocks drop instead
that may hit up two monsters.
Monsters defend according to
the rules for Falling Blocks. Do
not to obstruct your path with
fallen blocks! Discard after use.


Petrify

Turn any monster into a stone
statue. The victim can try to
defend by rolling equal to or less
than it's Body points on a single
red die. Otherwise, replace the
monster figure with a blocked
square tile. Ineffective against
Gargoyles and stone creatures.
Discard after use.


Brute Force

This spell can be cast on any
player. He can then attack on
his next turn using twice the
normal number of combat dice.
The spell can instead be used to
immediately open a stone door.
Discard after use.


Some valuable space could be gained in Rock Fall if the advice about obstructing the path were dropped.
..
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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby lestodante » Saturday December 11th, 2021 10:35am

Perfect! And here are the other ones, ready for revisions:

FIRE
Incendiary sphere:
Before throwing the sphere at your enemy you must declare a number from 2 to 5; the enemy will roll as many combat dice and for each skull rolled he will lose one Body Point; however, you must first roll a die and if you get a lower number than the declared number, the sphere will explode in your hands, making you lose a Body Point. The spell should not be discarded.

Circle of Fire:
Unleash a circle of fire which attack anyone around you. Any miniature placed in a square adjacent to yours, also diagonally, have to roll two dice and for each skull rolled he will lose one Body Point.
Discarded after use.

Phoenix Ashes:
This spell can be used to resurrect yourself or another hero who has just died. Roll two dice and add the Mind Points to the initial score of the Hero you want to resurrect; if the total exceeds 9 the Hero will return to life with 2 body points. Each time you try, you consume a Mind Point. The spell must be discarded when a Hero is resurrected or if you're left with only two Mind Points.

WATER
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.

Sirens Chant:
Invoke the siren song to enchant any monster; on its turn he will attack the other monsters until it's the only monster left in the room. He can try to resist if he rolls equal or less than its mind points on a red die. Ineffective against Undead
or other magical creatures. The spell is then discarded.

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.

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

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.

Fury of Wind:
Cast the spell on any Hero; on his next turn he can do multiple attacks: if with his next attack he kills an enemy he can move two squares more and immediately attack another; if he kills him he can keep moving two more squares and attack again and again until his attack is blocked or until there aren't any more reachable monsters. Discard after use.


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

Postby Anderas » Sunday December 12th, 2021 5:11am

So, I discover this thread two years late! Great to see those images put to a good use.

I like the level two spells.

Are they in addition to the base game spells or do they replace them? I ask because the Level 2 air spells seem to be a little weaker than the originals


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