Journeyman would be the "classic" system.
Count Mohawk wrote:So the 'Spellcraft' value does two important things: it increases the versatility of the caster (more hand size means better access to the right magic at the right time), and it also increases the power of many of the spells you listed above. My initial impression: I think that doing this puts too much weight on a single characteristic value, putting Quadratic Wizards into play in a bad way. To counterbalance this concern, I would suggest changing either the character's hand size or the power level of the spells to rely more on the number of Mind Points rather that the Hero's Spellcraft. (I might be wrong, though, if 4-6 hand size turns out to be too good)
Fair point. In this case, we'd have "Spellcraft", and seperately, the hand size can be half (round up) the current MP. Thus the Wizard starts with 4 cards, the elf with three, but the Wizard's cards are far more potent.
Count Mohawk wrote:[*]You'll want to have a good balance between attack spells, defense spells, utility spells and healing spells. Attacks should probably be the most common type, since they're the ones that get used up most quickly and the ones the Wizard will want most frequently. And let's face it, who doesn't like to blow away monsters with magical fireballs and such?
[*]Conversely, don't put too much healing into your decks. There should definitely be at least a few healing cards available; even in base form, healing is one of the few things the Wizard can do that no other Hero really gets access to (except maybe the Elf, if he gets the Spell Ring), and healing Spells are far and away the most powerful type (although area-of-effects come in a close second). If a low-Spellcraft Hero draws a Healing spell early, however, he'll probably hold onto it for a while to maximize its benefit, which may clog his hand and prevent him from casting anything else for a while. Also, too many healing Spells remove the danger from the Quest and make completing it without losing a Hero relatively trivial.
[*]Related to the previous point, don't let the Heroes freely discard and draw Spells without having to pay some sort of real price. If you reshuffle the Spell deck when it runs out, munchkinly Heroes will sit outside the door looking for healing and buffing Spells to recharge before each encounter. The problem is less pervasive with a finite Spell deck, although some would say that not reshuffling comes with its own problems.[/list]
All good points.
[*]the ballence of spells is the next thing in the deck. I was going to either duplicate the spells I've already done, or come up with a broader selection, including that ballence.
[*]as the system is designed for younger players, I'd not consciened them having the patience to cycle the deck. If using it with older players, you can institute an EWP deck with this, to prevent the faffing.
The list currently:
4x Fireball: Ranged attack, white equal to Spellcraft, target cannot defend.
3x Fireblast: Melee attack, white equal to twice Spellcraft, target cannot defend.
2x Bravery: Adjacent Hero adds white equal to the casters Spellcraft to all their attacks until no monsters in LoS.
4x Efreet: Ranged attack, white equal to twice Spellcraft.
2x Djinn: teleport number of figures up to spellcraft.
2x Storm: Select a number of figures in line of sight equal to or less than your Spellcraft. These figures miss their next turn.
1x Water of Life: Target in LoS recovers lost BP equal to caster’s Spellcraft
2x Veil of Mist: Caster may re-roll a number of dice equal to their Spellcrafteach time they defend. This lasts until they suffer any BP damage.
2x Dreamshroud: Select a number of figures in line of sight equal to or less than your Spellcraft. These figures may not defend until the end of your next turn.
3x Restore Body: caster or adjacent target recovers lost BP equal to caster’s Spellcraft
2x Flesh of Stone: Caster adds white equal to their Spellcraft to all their defence rolls until they suffer any BP damage.
2x Worldwalking: The next time the Caster moves, they may pass through a number of walls and/or enemy figures equal to or less then twice their Spellcraft. They may not enter unexplored areas this way.
1x Counterspell: Place this card with any one Hero. Whenever that Hero is the target of a Spell or Magical Trap, they may discard this card instead of being affected.
2x Shield of Stone: Place a number of Walls of Stone on the game boar equal to half (round up) your Spellcraft.
2x Æther Form: Place this card in front of you with a number of markers equal to your Spellcraft. You may discard these markers instead of losing Body Points. Once there are no markers on this card, discard it.
2x See Future: Place this card in front of you with a number of markers equal to twice your Spellcraft. You may discard these markers to re-roll one die each. Once there are no markers on this card, discard it.
1x Scrying: Chose a number of unrevealed rooms equal you your Spellcraft.
1x Seek Treasure: Draw a number of Treasure Cards equal to twice your Spellcraft. Pick a number of them equal to your SPellcraft and resolve them. Shuffle any remaining Hazards back into the Treasure Deck and discard the rest.
5x Darkblast: Ranged attack, white equal to Spellcraft, target defends with white = MP.
3x Shadow Lash: melee attack, white equal to twice Spellcraft, target defends with white = MP.
3x Shadow Field: Place this card in front of you with a number of markers equal to twice your Spellcraft. You may discard these markers to force an attacking enemy to re-roll one die each. Once there are no markers on this card, discard it.
2x Wrack Mind: Ranged attack, white equal to Spellcraft. Damage is MP.
1x Calm Spirit: Figures within your Line of Sight recover a number of MP between them equal to your Spellcraft.
2x Turn enemy: Pick a number of enemy figures equal to or less then your Spellcraft. You may use those figures as Men-at-Arms this turn.[/quote]
Enchanter's Emporium - additional shopBroach of Mastery: +1 Hand Limit for Spells, Wizard Only, cannot use more than one.
Crystal Ball: At the start of your turn draw one extra Spell and then discard one Spell. Wizard Only, cannot use more than one.
Energy Jewel: Discard when you cast a Spell. Your Spellcraft counts as one point higher for this casting only.
Magic Wand: Spellcraft +1, Wizard and Elf only, cannot use more than one.
Ring of Power: +1 Hand Limit for Spells, not Barbarian, cannot use more than one.
Spell Grimoire: +1 Spellcraft, not Barbarian, cannot use more than one.