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1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US
3BP, US
4BP.

Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Gold Bearer wrote:I've reworded my spell set to neaten them up. These are using the Talisman third edition spells with new rules. I like having a starting point rather than designing something from scratch. If I've got complete freedom I don't know where to start. That's why I like modding. I'm going to move all my magic stuff to this thread soon but I just want peoples opinions of these spells first. Over/underpowered, badly worded, gameplay flaws, anything really.
Acquisition: Allows the caster to cast a spell belonging to any Magician in sight or in the same room or corridor, including the caster, but the caster has to know for certain that the target possesses that spell. The target keeps the spell.
Alchemy: Gain 100GP if cast directly adjacent to the front side of an Alchemists Bench. Each character can only cast a specific Alchemy spell once on each bench.
Barrier: Place the lightning template so that at least one square that it covers is in the casters line of sight. The barrier blocks the line of sight of everyone accept except the casters and blocks movement, missiles and spells accept except spells from the caster. The barrier rules as a Wall Of Fire/Ice/Stone spell for being destroyed accept that it can only be destroyed my magic (including magic weapons).
Brainwave: Doubles the MP of the caster or any target in sight. The target looses loses 1MP at the start of each of their turns until it's no longer above their maximum.
Counterspell: Can be cast out of turn, countering an enemy spell if the caster can at least equal the target in a roll off, adding their magic levels. If they don't have a magic level then the spell is automatically countered. Can also be used in the caster's own turn to counter a spell that remains in play using the same rules as above accept except that the spell is automatically countered if the caster has died and it requires an action to cast, just as an ordinary spell.
Curse: Curses all enemies in the same room or corridor causing them attack and defend with one dice less less die until the end of the caster's next turn.
Destroy Magic: Choose a spell of any enemy in sight to destroy. You can choose blind (guess).
Destruction: Destroys a Barrier or Wall Of Fire/Ice/Stone, or an item of furniture revealing any treasure it contains which can be picked up by moving to or over any square that it occupied, or a door (opens it and can't be closed again), or can be used on a wall to create an opening using a secret door tile and if it's an empty room then it just creates an alcove in the wall where the tile is.
Displacement: Makes any two targets in sightor the caster and any target in sight, including yourself, swap places.
Divination: Allows the target one reroll before the end of their next turn. The target chooses which dice and how many to reroll if they roll more than one dice at the same time.
. Go ahead and reroll all four of those." OR "I see you rolled
. Go ahead and reroll one of those. Depending on which one you mean, I can think of an easier wording. Finger Of Death: Can be cast on any directly adjacent target causing them to loose D3 BP on a skull, 1BP on a white shield and D6 BP on a black shield. Doesn't work on Undead.
, 1d3 on a
, and 1d6 on
.Fireball: Targets a square in sight of the caster and all others within three squares of it (diagonally counts as 1.5 squares) with a fire based A3 attack. Roll separately for each target.
Healing: Heals 3BP and 3MP of the caster or either 3BP or 3MP of any target in sight.
Immobility: Target misses a turn and can't even defend until the beginning of their next turn but they're freed if they're attacked. Magic Aura still works.
Invisibility: Same as the one in the Protection deck.
Lightning Bolt: Standard rules used for the Storm Master spell accept except that it can attack on a diagonal line and it has a range of two squares plus two squares for every magic level of the caster and it rebounds off of solid objects back in the direction that it came from. The same rules apply to the Storm Master spell.
Mesmerism: Allows the caster to control one enemy in their line of sight if they can beat the target in a roll off, adding their current MPs. They become the caster's follower and can be controlled by them immediately after the caster's turns. Test again on each subsequent turn to see if they can break free.
Preservation: Can be cast out of turn when a target in sight or in the same room or corridor is reduced to zero BP or MP giving them back one BP or MP straight after the attack.
Psionic Blast: Drains 1MP of a target in sight which can be used to heal the casters.
Random: Cast on a target in sight and roll a dice die. 1: Target is forced to give the caster a random spell if they have one and if they don't nothing happens. 2: Target automatically falls asleep as described in the Sleep spell. 3: Target is automatically Transfixed. 4: Target is automatically Mesmerised. 5: The target's current and maximum BP and MP are switched over and switched over again when the caster dies or at the end of the Adventure if the caster doesn't die. 6: All five, starting with 5 and working backwards one step at the start of the targets turn for as long as the caster is alive.
Reflection: Cast out of turn rebounding the effects of an enemy spell back against the original caster if they can beat the target in a roll off, adding their magic levels. If the target has no magic level the spell is automatically reflected.
Syphon: Drains 1BP of a target in sight which can be used to heal the casters.
Teleport: The caster can teleport to any explored and empty square on the board.
Temporal Warp: Global spell that allows every ally to either have an extra attacking action or extra standard movement and every enemy has to give up either their attacking action or their movement until the start of the casters next turn. The caster can't perform any other action on the turn that this spell is cast.
Water Walking: Fully restores the BP and MP of the caster or a target in sight if either the caster (even if casting on someone else) or the target drinks Holy Water in the same round, or can literally walk on water for the turn if the need arises.


Excellent, I love seeing stuff I've created showing up in other peoples content.Teldurn wrote:I have a few thoughts about all these, starting with my first thought, "I'm so totally stealing some of these for HQP!"![]()
Yea I forgot to write a brief list of the terms I use that are defined somewhere else. Every character who can cast spells has a magic level (and a few that can't have a magic level of zero, but that's still a level, meaning they can use scrolls), normally one level for every three spells that they get.Teldurn wrote:Is the term Magician defined anywhere else, or is it implied to be "Elf and Wizard"?Gold Bearer wrote:Acquisition: Allows the caster to cast a spell belonging to any Magician in sight or in the same room or corridor, including the caster, but the caster has to know for certain that the target possesses that spell. The target keeps the spell.
Yes, as in exception. I knew that. I make loads of mistakes when I write, that one all the time. If I took my time there would be hardly any but it would take forever. You should see my writing before my first recheck, it's hilarious. I've edited the description to state that all six squares must be unoccupied, but maybe it would be better to use it overlapping twelve squares so that it blocks between the squares in the same way as the wall spells?Teldurn wrote:Fixed in red. Accepting something is being given something by someone else. Excepting something is excluding it from the standard of everything else in the list.Barrier: Place the lightning template so that at least one square that it covers is in the casters line of sight. The barrier blocks the line of sight of everyone accept except the casters and blocks movement, missiles and spells accept except spells from the caster. The barrier rules as a Wall Of Fire/Ice/Stone spell for being destroyed accept that it can only be destroyed my magic (including magic weapons).
I actually didn't know that one.Teldurn wrote:Another common misspelling. Loosing something is letting it go, like throwing a frisbee. Losing something is not having it anymore, which is what you meant.Brainwave: Doubles the MP of the caster or any target in sight. The target looses loses 1MP at the start of each of their turns until it's no longer above their maximum.
It's that mechanic that you said was "clunky".Teldurn wrote:What's a "roll off"? Sounds like a dance off, but for wizards.Counterspell: Can be cast out of turn, countering an enemy spell if the caster can at least equal the target in a roll off, adding their magic levels. If they don't have a magic level then the spell is automatically countered. Can also be used in the caster's own turn to counter a spell that remains in play using the same rules as above accept except that the spell is automatically countered if the caster has died and it requires an action to cast, just as an ordinary spell.![]()
Yea I know but I never ever use it, it sounds so wrong.Teldurn wrote:Die is the singular of the plural dice.Curse: Curses all enemies in the same room or corridor causing them attack and defend with one dice less less die until the end of the caster's next turn.
Either I think, less sounds better.Teldurn wrote:EDIT: I'm actually not sure if it should be "one less die" or "one fewer die."![]()
Yep. Definitely my favourite because it's so versatile. I got the wall breaking idea from the Sotiris' revelation staff. Cheers Sotiris.Teldurn wrote:You lost me on this one. It's one long run-on sentence and I'm confused at all the different things it does. If I understand this correctly, here's how I'd reword this.Destruction: Destroys a Barrier or Wall Of Fire/Ice/Stone, or an item of furniture revealing any treasure it contains which can be picked up by moving to or over any square that it occupied, or a door (opens it and can't be closed again), or can be used on a wall to create an opening using a secret door tile and if it's an empty room then it just creates an alcove in the wall where the tile is.This spell can do one of four things. It can destroy a Barrier or Wall of Fire/Ice/Stone. It can also destroy an item of furniture. Any treasure the furniture contains can be picked up by moving onto any square it occupied. This spell can also destroy a door which cannot be closed again. It can also destroy a piece of wall to create an opening (with a secret door tile). If the space beyond is an empty room, then it just creates an alcove in that tiled space.
No, you can only use it on your own dice rolls. If you roll two white shields, one black and one skull for example you could reroll the black shield and skull.Teldurn wrote:So if you use it on a Chaos Warrior attack, does that mean you have the option of saying, "I see you rolledDivination: Allows the target one reroll before the end of their next turn. The target chooses which dice and how many to reroll if they roll more than one dice at the same time.![]()
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. Go ahead and reroll all four of those." OR "I see you rolled
![]()
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. Go ahead and reroll one of those. Depending on which one you mean, I can think of an easier wording.
Yea it's deliberately wonky. I'm using the symbols themeatically. A white shield looks the least threatening. I also think a 50% of D3 damage, a one three chance of 1BP damage and a one in six chance of D6 damaging is balanced a quite interesting. I don't it's untidy but others might disagree.Teldurn wrote:The percentages of damage seems wonky to me. Usually 50% of the time (on a skull) you want the least damage so you can reward the dice result when you get the one with lower probability. I would swap the skull and white shield to make it: lose 1BP on aFinger Of Death: Can be cast on any directly adjacent target causing them to loose D3 BP on a skull, 1BP on a white shield and D6 BP on a black shield. Doesn't work on Undead., 1d3 on a
, and 1d6 on
.
Maybe it would be better if the caster only rolls once?Teldurn wrote:I like that the diagonal specification keeps the power level lower than it would be otherwise.Fireball: Targets a square in sight of the caster and all others within three squares of it (diagonally counts as 1.5 squares) with a fire based A3 attack. Roll separately for each target.
Yea that's right. I wanted it to be a bit different from the standard healing spells and I wanted a spell that has more of an affect if the caster targets themselves.Teldurn wrote:The caster gets both BP and MP healed, but if the caster chooses to heal someone else they have to choose one or the other? Seems underpowered possibly. I would want to make it be either/or for both, unless you had a good reason to make it this way.Healing: Heals 3BP and 3MP of the caster or either 3BP or 3MP of any target in sight.
It's from an old D&D computer game I had. I wanted to keep all the standard stuff the same and just build around it but I have made a few exceptions. In this case because I've used the D&D fireball and wanted lightning bolt as well.Teldurn wrote:Interesting change here.Lightning Bolt: Standard rules used for the Storm Master spell accept except that it can attack on a diagonal line and it has a range of two squares plus two squares for every magic level of the caster and it rebounds off of solid objects back in the direction that it came from. The same rules apply to the Storm Master spell.
D&D again, charm person.Teldurn wrote:I think I get what's going on here, and I like it.Mesmerism: Allows the caster to control one enemy in their line of sight if they can beat the target in a roll off, adding their current MPs. They become the caster's follower and can be controlled by them immediately after the caster's turns. Test again on each subsequent turn to see if they can break free.
Just on other targets. Maybe it should give them the back the amount they had before the attack?Teldurn wrote:Can it be cast on the caster or just on other targets?Preservation: Can be cast out of turn when a target in sight or in the same room or corridor is reduced to zero BP or MP giving them back one BP or MP straight after the attack.
MP.Teldurn wrote:Does it heal the caster's MP or BP? Specify.Psionic Blast: Drains 1MP of a target in sight which can be used to heal the casters.
All five but one at time (one in each turn).Teldurn wrote:For result on a 6, when you say "all five" do you mean all the effects of results 1 through 5 happen together?Random: Cast on a target in sight and roll a dice die. 1: Target is forced to give the caster a random spell if they have one and if they don't nothing happens. 2: Target automatically falls asleep as described in the Sleep spell. 3: Target is automatically Transfixed. 4: Target is automatically Mesmerised. 5: The target's current and maximum BP and MP are switched over and switched over again when the caster dies or at the end of the Adventure if the caster doesn't die. 6: All five, starting with 5 and working backwards one step at the start of the targets turn for as long as the caster is alive.
BP. It's about as effective as psionic blast because there's very little that heals MP. They're not all supposed to be exactly as useful as each other but spells that have similar effects are. Syphon and psionic blast, fireball and lightning bolt (although it's effectiveness varies), counterspell and reflection, and preservation and destruction (exact opposites that I'm using as set spells for my arch and storm magicians). I digress.Teldurn wrote:Again, does it heal BP or MP?Syphon: Drains 1BP of a target in sight which can be used to heal the casters.
Yea.Teldurn wrote:I assume by "global" you mean that line of sight is not needed. So if one hero was in one room and another was on the other side of the board, this spell would still affect them, right?Temporal Warp: Global spell that allows every ally to either have an extra attacking action or extra standard movement and every enemy has to give up either their attacking action or their movement until the start of the casters next turn. The caster can't perform any other action on the turn that this spell is cast.
Holy water has exactly the same rules 'except' where this spell is concerned. You need holy water to use it. I could give it a small effect if it's cast without holy water, heals 2BP maybe.Teldurn wrote:I'm not sure how drinking Holy Water makes the spell different. I also don't know your rules for that item.Water Walking: Fully restores the BP and MP of the caster or a target in sight if either the caster (even if casting on someone else) or the target drinks Holy Water in the same round, or can literally walk on water for the turn if the need arises.
1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US
3BP, US
4BP.

Gold Bearer wrote:The language is a bit different in Briton, like spelling armour differently for example. All my spelling and grammar is flawless.Thanks for such a thorough reply, that's just what I need. I'm really good at describing some thing, like sciency stuff, but I sometimes struggle to describe rules. Some of those were still really badly worded.
Gold Bearer wrote:Excellent, I love seeing stuff I've created showing up in other peoples content.Teldurn wrote:I have a few thoughts about all these, starting with my first thought, "I'm so totally stealing some of these for HQP!"![]()
Gold Bearer wrote:I've edited the description to state that all six squares must be unoccupied, but maybe it would be better to use it overlapping twelve squares so that it blocks between the squares in the same way as the wall spells?
Gold Bearer wrote:I actually didn't know that one.Teldurn wrote:Another common misspelling. Loosing something is letting it go, like throwing a frisbee. Losing something is not having it anymore, which is what you meant.Brainwave: Doubles the MP of the caster or any target in sight. The target looses loses 1MP at the start of each of their turns until it's no longer above their maximum.
Gold Bearer wrote:It's that mechanic that you said was "clunky".They both roll a standard dice and add either their magic level or MP, depending on the spell.
Gold Bearer wrote:Yep. Definitely my favourite because it's so versatile. I got the wall breaking idea from the Sotiris' revelation staff. Cheers Sotiris.
Gold Bearer wrote:Maybe it would be better if the caster only rolls once?Teldurn wrote:I like that the diagonal specification keeps the power level lower than it would be otherwise.Fireball: Targets a square in sight of the caster and all others within three squares of it (diagonally counts as 1.5 squares) with a fire based A3 attack. Roll separately for each target.
Gold Bearer wrote:It's from an old D&D computer game I had. I wanted to keep all the standard stuff the same and just build around it but I have made a few exceptions. In this case because I've used the D&D fireball and wanted lightning bolt as well.Teldurn wrote:Interesting change here.Lightning Bolt: Standard rules used for the Storm Master spell accept except that it can attack on a diagonal line and it has a range of two squares plus two squares for every magic level of the caster and it rebounds off of solid objects back in the direction that it came from. The same rules apply to the Storm Master spell.
Gold Bearer wrote:Just on other targets. Maybe it should give them the back the amount they had before the attack?Teldurn wrote:Can it be cast on the caster or just on other targets?Preservation: Can be cast out of turn when a target in sight or in the same room or corridor is reduced to zero BP or MP giving them back one BP or MP straight after the attack.
Gold Bearer wrote:Holy water has exactly the same rules 'except' where this spell is concerned. You need holy water to use it. I could give it a small effect if it's cast without holy water, heals 2BP maybe.Teldurn wrote:I'm not sure how drinking Holy Water makes the spell different. I also don't know your rules for that item.Water Walking: Fully restores the BP and MP of the caster or a target in sight if either the caster (even if casting on someone else) or the target drinks Holy Water in the same round, or can literally walk on water for the turn if the need arises.
Gold Bearer wrote:After reading though them again I've decided to slightly alter a few of them. Hopefully all the changes are an improvement. Here's the list.
Acquisition: The caster can't use it to cast one of their other spells any more, too powerful.
Alchemy: Can now be used in the same way as a potion of alchemy as well, in case there's no bench.
Water Walking: Now it has to be the target of the spell that drinks the holy water, it's neater.


Teldurn wrote:Gold Bearer wrote:Holy water has exactly the same rules 'except' where this spell is concerned. You need holy water to use it. I could give it a small effect if it's cast without holy water, heals 2BP maybe.Teldurn wrote:I'm not sure how drinking Holy Water makes the spell different. I also don't know your rules for that item.Water Walking: Fully restores the BP and MP of the caster or a target in sight if either the caster (even if casting on someone else) or the target drinks Holy Water in the same round, or can literally walk on water for the turn if the need arises.
I strongly suggest you not do this. Don't require having holy water to cast this spell. That introduces the concept of component casting, where the caster has to have certain things in his inventory before he is able to cast a certain spell. If he doesn't have the items, he can't use the spells. This idea can be pretty fun if it was more incorporated into the thread of all the spells, but doing it for just a single spell is a very bad idea...




Nope, not me. I haven't come across that one, it does sound funny. The best thing I've done is the combined spells. You'll like those if you haven't seen them. I might as well add them now.Teldurn wrote:Didn't you also make the Polymorph card, where you can turn into furniture? Because I'm already using that one, and it's hilarious to me.Gold Bearer wrote:Excellent, I love seeing stuff I've created showing up in other peoples content.Teldurn wrote:I have a few thoughts about all these, starting with my first thought, "I'm so totally stealing some of these for HQP!"![]()
I'd rather not do it that way but then all the squares would have to be empty or there'd have to be a rule that pushes characters away and that's a bit too complicated.Teldurn wrote:That could work, but would need to be playtested obviously.Gold Bearer wrote:I've edited the description to state that all six squares must be unoccupied, but maybe it would be better to use it overlapping twelve squares so that it blocks between the squares in the same way as the wall spells?
Teldurn wrote:Yeah, they're also pronounced differently. Loose is with a hard S, like goose. Lose is with more of a Z sound, like 'lewz.'
I'm just thinking about how it worked in D&D (I'm going back some time). It did one of two amounts of damage to all the targets, one was double the other. So if they made their defence roll they took half damage. I'm not sure how that would translate. Also I think it ignored armour, which would make sense for fire, fire of wrath and ball of flame do. Maybe I'll make it like a ball of flame on each target that can be defended on a 5 or 6, as a nod to the US rules, and that way if they defend one but not the other they'll take half damage, kind of like the D&D version.Teldurn wrote:It depends on how you want the spell to work. If you make it "one attack hits everything," then it becomes an all-or-nothing spell which is great when it works, but can feel like a total waste if you roll poorly. On the other hand, rolling individually for each target takes more time and has greater variability in damage.Gold Bearer wrote:Maybe it would be better if the caster only rolls once?Teldurn wrote:I like that the diagonal specification keeps the power level lower than it would be otherwise.Fireball: Targets a square in sight of the caster and all others within three squares of it (diagonally counts as 1.5 squares) with a fire based A3 attack. Roll separately for each target.
I've got to have a stinking cloud somewhere as well, even if it's just on a scrolls. That was my favourite.Teldurn wrote:Fireball and Lightning Bolt are two of the oldest D&D spells, so it makes sense you'd want it.
Agreed, it's staying as is.Teldurn wrote:That would change the feel of the spell. If you have it give back the amount they had before the attack that dropped them to 0, then you're basically making the monster's attack miss with the price of one spell. On the other hand, if you have it give 1BP or MP, then it becomes more of a dramatic spell. I prefer this second method, myself.Gold Bearer wrote:Just on other targets. Maybe it should give them the back the amount they had before the attack?Teldurn wrote:Can it be cast on the caster or just on other targets?Preservation: Can be cast out of turn when a target in sight or in the same room or corridor is reduced to zero BP or MP giving them back one BP or MP straight after the attack.
I am using components for one of my characters (the Sorcerer) and four battle sorcerers that can be hired. I might as well add those as well.Teldurn wrote:I strongly suggest you not do this. Don't require having holy water to cast this spell. That introduces the concept of component casting, where the caster has to have certain things in his inventory before he is able to cast a certain spell. If he doesn't have the items, he can't use the spells. This idea can be pretty fun if it was more incorporated into the thread of all the spells, but doing it for just a single spell is a very bad idea. At the very least, you can do it like you said: If you DO have holy water in inventory then the spell works better than if you didn't. But the important thing is that the spell should still work even without the water component.Gold Bearer wrote:Holy water has exactly the same rules 'except' where this spell is concerned. You need holy water to use it. I could give it a small effect if it's cast without holy water, heals 2BP maybe.Teldurn wrote:I'm not sure how drinking Holy Water makes the spell different. I also don't know your rules for that item.Water Walking: Fully restores the BP and MP of the caster or a target in sight if either the caster (even if casting on someone else) or the target drinks Holy Water in the same round, or can literally walk on water for the turn if the need arises.
I'm using water walking as the set spell (some magicians get a certain spell all the time, the others from this set are randomly drawn) for my Priest, along with the three water spells, so holy water seems appropriate. I'm also keeping the spell names the same as the talisman ones in this set and nothing else would really work with that name.The Road Warrior wrote:Gold Bearer, an alternative to the wording/mechanic you have used could be to cast the spell on the Holy Water instead of casting it on the player that has just drunk the Holy Water. This also opens up the potential for the spell to be cast on different potions and cause a different effect. (The card text could get a bit long though)
I don't think it would be a problem either, even if I didn't have the component rules. It's nice to have some completely unique effects in there, like alchemy being the only spell that uses furniture.Teldurn wrote:In and of itself, component casting is not a bad idea. I actually think it can be done quite well. But....It becomes a bad idea when you require only one spell out of the entire set of spells available for the game to have a component to cast it.
My rules allow the sorcerers to use components to cast spells without having to discard them.Teldurn wrote:If you are going to introduce component-based spells, it needs to be developed for the majority of your spells, even all the spells. Just know that doing that with every spell makes it a much different game. If you don't have a particular component, then you can't cast that spell. That seems like bad news for a caster class who is supposed to have access to a certain amount of spells in the game.
1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US
3BP, US
4BP.

1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US
3BP, US
4BP.



TMU wrote:Polymorph was done by GimmeYerGold


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