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The Frozen Horror chaos spells

Discuss Quests, Cards, Monsters etc, from the Barbarian Quest Pack: The Frozen Horror.

The Frozen Horror chaos spells

Postby Arthedain » Friday May 13th, 2016 1:48am

So The Frozen Horror gets 6 chaos spells. But the rules also states that he gets Another six chaos spells of your choice (exept for the Escape spell).

What I want to know is what six spells you prefer for The Frozen Horror.
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Re: The Frozen Horror chaos spells

Postby The Admiral » Friday May 13th, 2016 3:39am

Summon Undead
Summon Orcs
Firestorm
Cloud of Chaos
Lightning Bolt
Ball of Flame, or Command if the barbarian doesn't have the Talisman of Lore and is still on 2MP's


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Re: The Frozen Horror chaos spells

Postby Arthedain » Friday May 13th, 2016 1:59pm

Thanks for the reply. But I wanna see more suggestions :D
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Re: The Frozen Horror chaos spells

Postby Count Mohawk » Friday May 13th, 2016 2:07pm

"Restore Chaos" from the Elf Quest Pack; can't go wrong with that one!
The four Wizards of Morcar have some good magic as well.
And who could say no to "Rust"???


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Re: The Frozen Horror chaos spells

Postby clmckay » Friday May 13th, 2016 2:34pm

I usually do an assortment: Restore Chaos, Rust, Command, Lightning Bolt, Firestorm and sometimes a summon spell or cloud of chaos.


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Re: The Frozen Horror chaos spells

Postby cynthialee » Friday May 13th, 2016 2:53pm

clmckay wrote:I usually do an assortment: Restore Chaos, Rust, Command, Lightning Bolt, Firestorm and sometimes a summon spell or cloud of chaos.

Perfect list in my humble opinion.

Or even meaner....A rust spell and a couple of rust scrolls. muhahaha
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If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
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Re: The Frozen Horror chaos spells

Postby Arthedain » Saturday May 14th, 2016 10:52am

Soothe and Restore Chaos... pure evil :twisted:
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Re: The Frozen Horror chaos spells

Postby Gold Bearer » Saturday May 14th, 2016 3:30pm

You could house rule it that he gets the six storm master spells, they fit really well. Two icy spells, blinding sleet (no spells or ranged attacks for a round) and wall of ice (covers two squares with six defence dice using white shields and 1BP) and there's nothing fiery in there unless you count lightning bolt (nowhere near as powerful as the chaos version). The other three are earthquake (row of six linked pits), hurricane (pushes the target back until they hit something) and thieving wind (loss of a random equipment item).
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

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Re: The Frozen Horror chaos spells

Postby Daedalus » Monday August 29th, 2016 12:03am

I hadn't considered the WoM evil-wizard-player spell cards as Chaos spells before, but Gold Bearer's and Mohawk's suggestions make a lot of sense. I especially like the Storm-Master-to-ice-magic thematic grouping. Why not play with everything?
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Re: The Frozen Horror chaos spells

Postby knightkrawler » Monday August 29th, 2016 2:44am

Daedalus wrote:I hadn't considered the WoM evil-wizard-player spell cards as Chaos spells before, but Gold Bearer's and Mohawk's suggestions make a lot of sense. I especially like the Storm-Master-to-ice-magic thematic grouping. Why not play with everything?


I used the WoM spells for the main evil spell group, Witchery, too. That deck also includes the Chaos spells and even some repurposed hero spells and now has around 30 different spells, some of them in numbers, and define in the quest notes exactly what spells a character can have.
I find it rather illogical to do it like that for monsters in the game system and a further three expansions, and then go and give individual "monsters" individual (not flexible) spell groups for one vanilla expansion and everything following that.
Too much work, and you'll not be able to find coherently fitting art for all these rigid spell groups. And rigid they will be.
I'll do the same for any additional spells that I want my Fimir or Skaven or whoever to have and then just assign them thematically in the notes.

Everything's gonna be Witchery, and this saves me a lot of hussle when writing and a lot of card backs, the choices of motives for which often strike me as weaknesses in many custom HQ additions.
My icon attribute system also works in favor of this because these icons group the cards thematically by themselves.
For now, I have icons for "offensive", "control", the four elements and so on.
Others will be added along the way, like "forest", "ice" and whatnot.
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