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torilen wrote:Alternatively, make it a new spell, the wizard gets it every quest and can do it once per
quest, like you were thinking, and it would take a turn, just like casting any other spell.
The spell only lasts through the end of the quest - so if a dagger is enchanted right at the
beginning of the quest and does not get used, it is not enchanted for the next quest.
I might suggest, if you are going to make it a spell, there should be some amount of a chance
for failure. Almost every single spell in HQ allows for a failure at some point. Perhaps the
wizard rolls a number of dice equal to his or her Mind Points and has to roll a certain number
of skulls or white shields. Perhaps it would be a simple red die roll and he/she has to roll a
certain number or higher.
Nicodemus wrote:I agree that the Wizard should have daggers purchased from the weaponry to perform the action. What about also adding one or both of the following options:
i. The Wizard can enchant a number of Daggers to become Magical Throwing Daggers up to a maximum based on the number of unused spells he had at the end of the previous Quest....
Basically this lets the Wizard trade off Spells that are often less useful for a guaranteed BP of damage.
Perhaps also limit it such that Daggers enchanted this way only function for the upcoming Quest and then the magic dissipates and they become normal Daggers once again. Otherwise the Wizard could end up with a massive stockpile of these



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