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Wizard Equqipment

Discuss new Rules for HeroQuest.

Re: Wizard Equqipment

Postby gootchute » February 4th, 2015, 12:43 pm

cornixt wrote:Make magic effectiveness be based on combat dice rolls in many cases (Wrath of Fire, Rock Skin, etc, should be relatively simple to adapt). Then the wizard can upgrade by buying items that increase the number of dice rolled, so he actually improves at magic as the game progresses.

Here's a very rough idea for item progression:
Wand - starting weapon - 1 combat die to attack, 1 combat die for spells
Staff - 200 - 2 combat dice to attack, diagonal attacks, two handed, 1 combat die for spells
Orb - 300 - +1 combat die for spells
Battle Staff - 500 - As staff, 2 combat dice for spells
Power Staff - 1000 - As staff, 3 combat dice for spells.


I really like this idea, why didn't I think of it!
•==(Broadsword>


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Re: Wizard Equqipment

Postby slev » February 4th, 2015, 12:55 pm

Updated everything, added flavour text and a coupple of items based on suggestions.Really now needs cards puting together and/or some playtest.

Broach of Mending
This small, gold-edged gem bears potent healing magics that a magician can liberate.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
Any one target figure in Line of Sight may recover up to one lost Body Point.
Wizard Only.
75GC (Starting)

Broach of Determination
This small, gold-edged gem bears potent calming magics that only magicians can access.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
Any one target figure in Line of Sight may recover up to one lost Mind Point.
Wizard Only.
50GC (Starting)

Burning Ring
The ruby set into this ring of purest silver is perpetually hot to the touch.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
Make a ranged attack with one white die, which causes damage on white shields.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
Lose one Mind Point and make a ranged attack with two white dice, which causes damage on white shields. Counts as fire damage.
Wizard Only.
50GC (Starting)

Freezing Ring
The Sapphire set into this ring of purest silver is perpetually ice cold.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
Lose one Mind Point and make a melee attack with two white dice, which causes damage on white shields. Counts as cold damage.
Wizard Only.
75GC (Optional Starting)

Scribe’s Tools
Consisting of exotic quills, rare inks, and esoteric parchments, this allows the bearer to, with sufficient training, create enchanted scrolls.
After selecting Spells at the start of a Quest, draw three cards from the Scroll Deck. Place two of them with this card, and shuffle the third back into the deck.
You may cast the scrolls with this card as normal. If they are not used by the end of the quest, they are discarded.
You may only use the ability of one copy of this card per Quest.
Wizard Only.
500 GC

Spell Ward
This silvered talisman is inlayed with jewels of power. It assists the bearer in resisting hostile magics.
When rolling to resist the effects of a Spell, you may roll one extra of the appropriate die.
When rolling defence die against a damaging Spell, you may roll an extra white die.
You may only use the ability of one copy of this card per Quest.
Wizard Only.
100 GC

Aegiomancer’s Grimoire
The pages of this tome are not want to turn, it’s binding not want to open.
Once per Quest, when you would be forced to discard a Protection Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500GC

Aeromancer’s Grimoire
The pages of this tome seem to want to turn themselves unaided.
Once per Quest, when you would be forced to discard an Air Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500GC

Geomancer’s Grimoire
The pages of this tome feel like sand pouring between the fingers.
Once per Quest, when you would be forced to discard an Earth Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500 GC

Hydromancer’s Grimoire
The ink in this tomes seems forever unwilling to dry.
Once per Quest, when you would be forced to discard a Water Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500GC

Kefalomancer’s Grimoire
No hand can turn the pages of this tome, it can be opened only by force of mind.
Once per Quest, when you would be forced to discard a Control Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500GC

Pyromancer’s Grimoire
At the turn of the page this tome crackles like sparks in the fire.
Once per Quest, when you would be forced to discard a Fire Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500 GC

Sciomancer’s Grimoire
The pages of this tome resist being read, they seems to be in perpetual twilight.
Once per Quest, when you would be forced to discard a Darkness Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500 GC

Thelomancer’s Grimoire
The pages of this tome are translucent and seem to shine on the world around them.
Once per Quest, when you would be forced to discard a Detection Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500 GC

Tome of Focus
This book teaches concentration enough to utilise more power, although it is mentally exhausting.
At the start of the Quest, assign one Spell Group to this Card. Whenever a Card from this Spell Group would be discarded, you may choose to lose a Mind Point instead.
You may never assign more than one Tome to any Spell Group. You may only use the ability of one copy of this card per Quest.
Elf or Wizard Only.
500 GC

Tome of Haste
Through the secrets of this book, a Wizard may cast spells of one element with greater speed, although this is most taxing.
At the start of the Quest, assign one Spell Group to this Card.
During your turn, you many spend one Mind Point in order to cast one of the Spells from this group in addition to your normal turn.
You may never assign more than one Tome to any Spell Group. You may only use the ability of one copy of this card per Quest.
Wizard Only.
750 GC

Tome of Wisdom
By study of this book, a wizard may enhance their understanding of an element of magic.
At the start of the Quest, assign one Spell Group to this Card. Whenever a Card from this Spell Group would be discarded, place it beneath this card instead.
Cast Action, Drain this Card: Add all cards kept beneath this one to your hand of cards.
You may never assign more than one Tome to any Spell Group. You may only use the ability of one copy of this card per Quest.
Wizard Only.
1000 GC

Whispering Grimoire
This tome holds many secrets, but they come at great cost to the sanity of those who read them.
At the start of each Quest, you may take one more Spell Group than you would normally be allowed. Place these Spell Cards with this Card.
Each time you cast a Spell from this Spell Group you must also lose one Mind Point.
May not be used by the Wizard or Elf.
300 GC

Wizard’s Grimoire
This tome holds great wisdom, and allows the bearer to increase their power by the most slender of increments.
When selecting Spells at the start of a Quest, and you select Wizardry Spells, you may keep two extra Spells from this Spell Group.
When selecting Spells at the start of a Quest, and you do not select Wizardry Spells, you also take the Wizardry Spell Group, but may only keep one Spell, even after other modifiers.
You may only use the ability of one copy of this card per Quest.
Wizard Only.
300 GC

Duplicitous Lamp
This ancient lamp hales from a hot and distant land. The attuned may focus the magic of the air through it.
If you use the Card “Genie” to Open a Door while you possess this Card, you do not need to discard it.
If you use the Card “Swift Wind” while you possess this Card, instead of its normal effects, you may teleport to any unoccupied, revealed, space on the game board.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
Make a Ranged attack with four white dice, hitting on white shields. This counts as an Air Spell.
Wizard Only.
1500 GC

Gauntlet of the Flame
An armoured glove forged from an unusual red metal. Through it, the power of Fire may be focused with greater ease.
If you use the Card “Ball of Flame” while you possess this Card, cause extra damage equal to the skulls rolled on two white dice when resolving it.
If you use the Card “Fire of Wrath” while you possess this Card, an extra point of damage is caused.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
Make a ranged attack with two dice, count white shields as skulls. The target may not defend. This counts as a Fire Spell.
Wizard Only.
750GC

Iron Web
A lattice of black iron is forever chill to the touch. It may be used to focus the power of darkness.
If you use the Card “Arrows of the Night” while you possess this Card, roll two additional white dice when resolving its effects.
While you have this card you may choose to ignore the Cloak of Shadows when it is on the game board.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
Make a Ranged Attack with two white dice. Target defends with white dice equal to their current MP. This counts as a Darkness Spell
Wizard Only.
650 GC

Ætheric Lodestone
This lump of strange metal seems to move with a will of its own. Those who understand such movements may use it to focus their powers of Detection.
Once per turn, you mar re-roll any one die.
Once per turn, you may cast an extra Spell. This ability may only be used for the Future Sight" Spell
If you use the Card “Clairvoyance” while you possess this Card, and the first room you examine is empty or solid rock, you may try again.
Wizard Only.
300GC

Earthing Rod
This metal stave will cause magical energies to flow away. It may be used to focus the powers of protection.
If you use the Card “Dispel” while you possess this Card, and you use it to force the discard of a card, the target must discard two cards. For each card they cannot discard, they lose one MP.
If you use the Card “Wall of Stone” while you possess this Card, instead of discarding it, place it under this card. You may take it back into hand if the Wall of Stone is destroyed.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
You may discard a revealed Magical Trap from the game board OR one ongoing effect from a spell card automatically ends. This counts as a Protection Spell
Wizard Only.
250 GC

Hexagramic Amulet
This shiny metal talisman is distubring to all those who look upon it. Through it, the bearer's will may be focused.
If you use the Card “Drain Mind” while you possess this Card, you counts black shields as skulls.
If you use the Card “Control Fiend” while you possess this Card, the target must roll at least two sixes to end its effects.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
Both the caster and one target figure in Line of Sight roll white equal to their current MP and counts the skulls rolled. The figure with the highest roll inflicts MP damage on the other equal to the difference between the rolls. This counts as a Control Spell.
Wizard Only.
375 GC

Horn of Cloud
This conch-shapped steel horn emits an eerie sound when blown. The enlightened may use it to focus the powers of water.
You may use the Card “Water of Healing” outside your own turn, even when on zero Body Points, but it must target you.
If you use the Card “Veil of Mist” while you possess this Card, the target may not be the target of melee attacks until the end of your next turn.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
One target within figure in Line of Sight may, during their next Movement Action, treat enemy figures as friends. This counts as a Water Spell.
Wizard Only.
250 GC

The World Key
Cast from an unusual metal, this key fits no lock. With it, the powers of earth may be focused.
If you use the Card “Rock Skin” while you possess this Card, the target may also re-roll up to one skull each time they defend.
If you use the Card “Pass Through Rock” while you possess this Card, the target will further not set off any traps as a result of their moving, and may pass through furniture.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
Select one target figure in Line of Sight and roll a number of White Dice equal to half (round down) your current Mind Points. The target may recover a number of lost Body Points up to the number of skulls rolled.
Wizard Only.
750 GC


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Re: Wizard Equqipment

Postby cynthialee » February 4th, 2015, 2:13 pm

Slev,
Wow! Nice. Still to many items but you have certainly done some fine work here.

Cornixt,
I would have the Staffs increase in damage when wielded as a weapon.
So the Battle Staff would have 3 dice for a melee strike and the Power Staff would be at 4.
Now I would consider the extra dice as magical based damage. This distinction would be important for a few encounters I run where magic damage is ignored by certain monsters.
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 Equqipment

Postby cornixt » February 4th, 2015, 3:48 pm

I'm weary of giving the wizard too much combat prowess. His magic should be better than a standard attack, and that would mean unlimited castings per quest. Anyway, I have created a thread for my rules above and fleshed them out a bit, so further discussion on there would be better than disrupting slev's thread more than I already have: viewtopic.php?f=38&t=2800


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Re: Wizard Equqipment

Postby cynthialee » February 4th, 2015, 4:46 pm

Yeah but by the time the Heroes are at the point where the Mage has the most powerful of the staves it is end game.
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 Equqipment

Postby slev » April 15th, 2015, 6:19 am

Having done some sums on this one...
Adding the ability for the Dwarf to use the Spell Ward (which fits thematically), means that the Elf and Dwarf have 34 item buys each (with my expanded armoury), the Wizard has 35, and the Barbarian has 40.

I know that cynthialee thinks I have too many options, but I'm happy with those numbers!

I may drop the ability of the Barbarian to use the elemental/philosophic Grimoires ( to give the Barbarian 32 cards)...


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Re: Wizard Equqipment

Postby slev » August 12th, 2015, 9:06 am

I'd been tooling about with an advanced armoury using the German dice, adding a number of items that can't neccessaraly be used by everyone. These all end up with each Hero having the same number of items, and I get to add the above "Enchanter's Emporium" shop to this mini-expansion, since it's designed to use those dice anyway.


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Re: Wizard Equqipment

Postby Anderas » August 13th, 2015, 3:59 pm

I right now take a deep look at your Foci.

Sadly i read the ones from the first posting :) So if you already updated these things, just forget what i was writing.

Ok. Now i've read the final version. Issues are solved. I delete my comments. Now i am sorry for the work invested :)


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Re: Wizard Equqipment

Postby slev » August 13th, 2015, 4:28 pm

Anderas wrote:I right now take a deep look at your Foci.

Sadly i read the ones from the first posting :) So if you already updated these things, just forget what i was writing.

Ok. Now i've read the final version. Issues are solved. I delete my comments. Now i am sorry for the work invested :)


Sooooory!


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Re: Wizard Equqipment

Postby Anderas » August 14th, 2015, 3:19 pm

Ah yes,
Yet i updated one of the items.


Sort Artifact
Title Broach of Mending

Price 75
ingame cost Action of Wizard & Action of Target
Effect One friendly adjacent target figure may recover up to one lost Body Point.

--> The target pays it's action, too.
--> applicable not in line of sight but only to adjacent models
--> only applicable to friendly models

Why?
Any kind of eternal Body Point regain must be sufficiently expensive.
I wouldn't want a Barbarian, blocking the Way of an Ogre, being tele-healed during the entire fight. Each turn. Until he wins.
So my little change targets that problem: A fight stays a fight.

Mending is afterwards


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