Spell Casting Variation
SadKitchen's Spell Casting Variant (The first person to properly identify where I stole it from gets a gold star... Well I don't have a gold start so I'll most likely just tell you that you are correct.)
- Each spell is given a Power Cost. (See below)
- At the beginning of each quest any Hero who can cast spells takes a number of Power Tokens equal to his Mind Points.
- At the beginning of your turn, and you can cast spells, roll a number of dice equal to your mind points. The total number of white shields rolled is your Temporary Power. It lasts only until the beginning of your next turn. Any Temporary Power you do not spend is lost.
- You can cast a spell by spending power equal to the Power Cost of the spell you wish to cast. Spend your Temporary Power first, and if that is not enough spend your Power Tokens to make up the difference. If you do not have enough Temporary Power and Power Tokens to cover the cost of a spell then you cannot cast the spell.
- The Wand of Magic grants you no additional Temporary Power or Power Tokens, so it must be used with caution as to not drain all your Power too early in an adventure.
- The Spell Ring is completely changed. Instead of granting the ability to cast a spell twice in an adventure (which is no longer impressive) The Spell Ring grants the Hero Wearing it 2 additional Power Tokens at the beginning of any quest in which he is wearing it.
- The Elixir of Life will also restore your Power Tokens to their maximum level but using it to regain power is lame.
- Chaos Sorcerers: Due to them giving themselves over to chaos completely, all evil spell casters that use the Chaos Sorcerer figure or have their own unique figure (all the wizards from the Wizards of Morcar expansion) count black shields as well as white shields when determining their Temporary Power.
Spell's Casting Cost by Card (These numbers were derived from a post by Deadalus. You can see it here "http://www.yeoldeinn.com/hqforum/viewtopic.php?f=38&t=969")
Air
- Genie: 5 (Special note: A genie can only be cast three times per Quest)
- Swift Wind: 2
- Tempest: 3
Earth
- Heal Body: 6
- Pass Through Rock: 2
- Rock Skin: 3
Fire
- Ball of Flame: 4
- Courage: 6 (We use the lasts until you see no monsters opinion)
- Fires of Wrath: 2
Water
- Sleep: 4
- Veil of Mist: 2
- Water of Healing: 6
Chaos
- Ball of Flame: 4
- Cloud of Chaos: 6
- Command: 5
- Escape: 0
- Fear: 3
- Firestorm: 7
- Lightning Bolt: 6
- Rust: 4
- Sleep: 4
- Summon Orcs: 6
- Summon Undead: 6
- Tempest: 3
Fires of Wrath became our Wizard's go to spell as he routinely had at least 2 Temporary Power each turn and it damages way more regularly than a thrown dagger.
I don't like how restrictive it is for the Elf to cast the healing spells but cannot in good conscience bring their cost down as then they would be cast way too often. Suggestions?
-SadKitchen
- Each spell is given a Power Cost. (See below)
- At the beginning of each quest any Hero who can cast spells takes a number of Power Tokens equal to his Mind Points.
- At the beginning of your turn, and you can cast spells, roll a number of dice equal to your mind points. The total number of white shields rolled is your Temporary Power. It lasts only until the beginning of your next turn. Any Temporary Power you do not spend is lost.
- You can cast a spell by spending power equal to the Power Cost of the spell you wish to cast. Spend your Temporary Power first, and if that is not enough spend your Power Tokens to make up the difference. If you do not have enough Temporary Power and Power Tokens to cover the cost of a spell then you cannot cast the spell.
- The Wand of Magic grants you no additional Temporary Power or Power Tokens, so it must be used with caution as to not drain all your Power too early in an adventure.
- The Spell Ring is completely changed. Instead of granting the ability to cast a spell twice in an adventure (which is no longer impressive) The Spell Ring grants the Hero Wearing it 2 additional Power Tokens at the beginning of any quest in which he is wearing it.
- The Elixir of Life will also restore your Power Tokens to their maximum level but using it to regain power is lame.
- Chaos Sorcerers: Due to them giving themselves over to chaos completely, all evil spell casters that use the Chaos Sorcerer figure or have their own unique figure (all the wizards from the Wizards of Morcar expansion) count black shields as well as white shields when determining their Temporary Power.
Spell's Casting Cost by Card (These numbers were derived from a post by Deadalus. You can see it here "http://www.yeoldeinn.com/hqforum/viewtopic.php?f=38&t=969")
Air
- Genie: 5 (Special note: A genie can only be cast three times per Quest)
- Swift Wind: 2
- Tempest: 3
Earth
- Heal Body: 6
- Pass Through Rock: 2
- Rock Skin: 3
Fire
- Ball of Flame: 4
- Courage: 6 (We use the lasts until you see no monsters opinion)
- Fires of Wrath: 2
Water
- Sleep: 4
- Veil of Mist: 2
- Water of Healing: 6
Chaos
- Ball of Flame: 4
- Cloud of Chaos: 6
- Command: 5
- Escape: 0
- Fear: 3
- Firestorm: 7
- Lightning Bolt: 6
- Rust: 4
- Sleep: 4
- Summon Orcs: 6
- Summon Undead: 6
- Tempest: 3
Fires of Wrath became our Wizard's go to spell as he routinely had at least 2 Temporary Power each turn and it damages way more regularly than a thrown dagger.
I don't like how restrictive it is for the Elf to cast the healing spells but cannot in good conscience bring their cost down as then they would be cast way too often. Suggestions?
-SadKitchen