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Elemental / Golem

Posted:
February 5th, 2024, 12:36 pm
by LucaRocks
Has anyone added elementals or Golems to the game? Kurgan was discussing them on his latest homebrew video (apologies I can't seem to locate it on YouTube) and I was wondering if anyone came up with some way for the wizard or other spell caster to use them.
From what he said, basically the wizard would give up three spells of the same element to conjure up an elemental that would assist the wizard.
My feeling is that the elemental would stay only on the board for three turns (because you're giving up three cards) and since conjuring is an uncertain art, the being's stats would have to be rolled for. And maybe each elemental could have a unique ability (ex. Earth can phase through walls, water can heal, fire can do ranged attacks etc...).
If anyone has added something similar to their game, please let me know how it worked out! Or any suggestions are welcome.Thanks!
Re: Elemental / Golem

Posted:
February 5th, 2024, 4:32 pm
by Kurgan
Recent house rules video I did and
from an earlier video based on
https://forum.yeoldeinn.com/viewtopic.php?f=38&t=4898&p=111226&hilit=elemental#p111226.
I haven't actually used this in a session before. I was thinking of it for the Frozen Horror / Mage of the Mirror. Anywhere else the way I wrote it they'd probably be too powerful.
Re: Elemental / Golem

Posted:
February 5th, 2024, 7:56 pm
by LucaRocks
Thanks for the forum link! I'm going to check it out!
Re: Elemental / Golem

Posted:
February 7th, 2024, 1:18 pm
by LucaRocks
Ok I think I found a way to do it I like. Still need to test it though. My notes are below.
Please let me know any feedback! Thanks!
Summoning: Wizard only. MUST use action. Give up 3 spells of same type (can substitute spell scrolls). Takes 1 BP and 1 MP to call EL. Stats of EL must be rolled for Att/Def/BP/MP (numbers can be assigned to stats as desired by Wiz). Movement is always 10 and does not need to be rolled for. EL stays on board for 3 turns (does not have to be consecutive).
EL actions: Move and action or action and move. EL can always move through monsters. Can move over traps but doesn't spring them. Cannot open doors. Cannot search. EL can shoot at range for 3. EL modifiers to stats shall never exceed 6.
WIND: Plus 2 to def. Can show preview of rooms (secret doors and traps auto revealed).
WATER: Plus 2 to BP. Can heal 1 hero each turn for both 1 BP and 1 MP. Hero must be in same room or corridor (los not needed)
EARTH: Plus 2 to att. Can phase through walls
FIRE: Plus 2 to damage dealt. Attack must be successful though. Does not need line of sight to attack at range. Must be same room or corridor.
Re: Elemental / Golem

Posted:
February 14th, 2024, 1:34 pm
by LucaRocks
The more I think about this, the more I feel 6 for any stat would be too high. Maybe a max of 5 for any/all stats. And the damage modifier should be toned down to 1 instead of 2. Rolling 5 dice and adding 1 more damage seems like overkill. And the modifier for damage would only be if the roll was NOT all skulls.
I was also thinking that I would not allow the wizard to use ANY spells when he calls an elemental to the board. He really needs to understand that calling an elemental is not an easy decision to make. Or their needs to be consequences. In my group, our wizard can attack and defend pretty decently without spells. But I am asking for three spells, 1 BP and 1 MP already to summon. Would cancelling his ability to use magic be a bit overkill? Especially if the rolls for stats are bad? Then again, he could just all the elemental away for a turn. Lots to think about here...
Re: Elemental / Golem

Posted:
February 17th, 2024, 5:12 am
by Bareheaded Warrior
But Elementals already exist, the Genie is an Air Elemental and the Gargoyle is surely a Golem by another name.
Gargoyles
These foul creatures are also produced by chaos magic. In essence they are stone statues of great monsters, brought to life through arcane rituals.
Re: Elemental / Golem

Posted:
February 18th, 2024, 10:12 am
by LucaRocks
That's true. I am mainly speaking of giving the wizard more elementals to give him a bit more offense.