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Spells used in Sotiris Game

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Re: Spells used in Sotiris Game

Postby Anderas » Monday January 18th, 2016 3:57pm

Show me details about your mancer of choice
Spellcasting's line of sight is either line of sight; or if it's in the same room no matter the line of sight.


I'll use an EWP Deck, and i draw a card each time there was an entire Hero round without Monster or if you didn't do anything with them. They'll make the difficulty a bit higher than the theoretical value.


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Re: Spells used in Sotiris Game

Postby Gold Bearer » Monday January 18th, 2016 6:49pm

Nyctomancer: Arrows Of the Night, Chains Of Darkness, Mind Numb, Spirit Of Vengeance, Summon Undead and Reanimation.

Spirit of vengeance comparable to genie but not as good, chains of darkness comparable to tempest but not quite as good, arrows of the night is fairly crap, mind numb (US mind blast) is good and summon undead and reanimate are too good to be left as standard. Maybe roll a combat dice for every summoned/reanimated monster, on a skull they die, on a white shield the carry on and on a black shield control switches over to the EWP?

Can't use ranged or two handed weapons other than a staff but can still throw. Can't use shields, helmets or heavy armour (armour that slows movement with the standard rules). Can use any items that the wizard can use.

M8/2D6 A1/ D2 BP5 MP5 Starts with a dagger in my rules or a staff in the US rules so he/she can attack diagonally with one dice, or, M6/Lowest 2 of 3D6 A1 D3 BP5 MP7 Starts with bracers instead of a dagger/staff.
: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: Spells used in Sotiris Game

Postby Anderas » Tuesday January 19th, 2016 1:56am

Not so fast...
you don't have a healing spell so i would say some help of dead people is desperately needed. You've seen "the Beard"? I intend to have a difficulty of 25; that's close to "The Trial".
As i said, if the overall game balance is impacted i change the quest before we start. If everything's what i think, i think i have to make the quest easier.

Arrows Of the Night,
Chains Of Darkness,
Mind Numb - Mind Blast
Spirit Of Vengeance - could you show me that one?
Summon Undead - and that one? Is it the one from Wizards of Morcar?
Reanimation - and that one?


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Re: Spells used in Sotiris Game

Postby Sotiris » Tuesday January 19th, 2016 4:31am

Gold Bearer wrote:If it's alright with Sotiris I would like to take that spell back now the rules for mesmerism have changed, I wouldn't have cast it with the new rules in case we meet another ogre. Sotiris knowing about that spell doesn't affect anything, I'm going to use it straight away if we meet another ogre so he won't have a chance to do anything about it. I don't mind if he wants to leave it as cast and gone though.


I see...hmm ok, you gain back your spell.
Now i have 3 M.P.+ 1 red die vs your 7 M.P.+ 1 red die -3 (rounds you controlled me / including this round which you haven't played yet)
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Re: Spells used in Sotiris Game

Postby Gold Bearer » Tuesday January 19th, 2016 5:54am

Spirit Of Vengeance is from the orc shaman set. Attacks any target on the board using four dice.

Mind Numb is the US Mind Blast from the elf quest pack. Disables a target, they can't do anything except defend with one dice. They roll a dice for every MP on their turns and break the spell if they roll a six.

Summon Undead is a US chaos spell. Roll a dice, 1-2 = four skeletons, 3-4 = three skeletons and two zombies, 5-6 = two zombies and two mummies.

Reanimation is a chaos spell from the elf quest pack. It resurrects all dead undead in a room that are then controlled by the caster. If there's no undead in a quest it can still be used because of Summon Undead.

Sotiris wrote:
Gold Bearer wrote:If it's alright with Sotiris I would like to take that spell back now the rules for mesmerism have changed, I wouldn't have cast it with the new rules in case we meet another ogre. Sotiris knowing about that spell doesn't affect anything, I'm going to use it straight away if we meet another ogre so he won't have a chance to do anything about it. I don't mind if he wants to leave it as cast and gone though.
I see...hmm ok, you gain back your spell.
Now i have 3 M.P.+ 1 red die vs your 7 M.P.+ 1 red die -3 (rounds you controlled me / including this round which you haven't played yet)
|_P

I think we should turn this thread into a general p-b-p game discussion topic.
: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

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


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Re: Spells used in Sotiris Game

Postby Gold Bearer » Tuesday January 19th, 2016 9:10am

I think Summon Undead is too strong as standard, that's a lot of undead on our side. That's why I suggest the combat dice roll (skull=death, ws=all good, bs=lose control to the EWP). If you like that idea it could either be a one off roll (but for each monster) when they're first summoned or it could be each turn after the first. The second option guarantees a round with all of them on our side but it won't last. What do you think?

Mind Numb is a bit powerful as standard too. It guarantees a round against any opponent with them defending with one dice. I think a simple fix for this is the test is taken by the target when the spell is first cast as well.

I need to choose his stats. One is based on the standard heroes, the other is based on the WoM necromancer. I think I'd use this though for a hero M6(Lowest 2 of 3D6) A2 D2 BP5 MP5 Short Sword, so I'll go with that if you don't mind. What I buy depends on whether we can sell staring equipment and whether we can buy bracers and/or a cloak of protection, they're not in the standard US equipment.

If it ends up being just me and Sotirs I'd like to try out my wardancer in a proper quest. I've only used him in RW's melee tournament, Eldron Leafsting. He got the most submissions but was killed by Sir Ragnar, yes that one. The 400gp to spend works out nicely for him, broadsword and shield. If I do end up using her and we can sell our staring equipment I'll get three daggers.

Wardancer: M12/3D6 A2* D0* BP7 MP3
Race: Elven (Wood Elf). Class: Wardancer. Equipment: Two Short Swords.
Special Rules: Can use a melee weapon in each hand and can use each one to attack either before or after moving no more than half rate. When you're attacked in melee, roll a dice for every skull the attacker rolled before you defend, if any of them are white shields you dodge the attack. Can move through enemies. Can't wear armour or any type of helmet or use ranged weapons but can throw and use a shield. Fails a jump on a black shield instead of a skull.

Celestria Leafsting: Searching for the whereabouts of her cousin.

Mortis The Nyctomancer: Walks a fine line, using a vary dark form of magic.
: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

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
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Re: Spells used in Sotiris Game

Postby Anderas » Tuesday January 19th, 2016 3:55pm

No please, make something more balanced if you can. Double attack feature, maybe rather not; but give him some defense instead.


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Re: Spells used in Sotiris Game

Postby Gold Bearer » Tuesday January 19th, 2016 4:32pm

What have you got against two attacks? It makes her slow when she does it, she can't use a shield when she does it either and it's much less effective than one big one (battle axe).

I am a little concerned that the dodge mechanic may be overpowered though. Trouble is, I think using black shields is underpowered. I might change it to a white shield on the first dodge of a turn and a black shield after that.

But okay, I'll try someone else if you're not happy with it if we have two heroes each.

Edit:
Doesn't matter now. :D
: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

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Spells used in Sotiris Game

Postby Sotiris » Monday January 25th, 2016 6:00am

These are finally the upgraded spells which i introduced yesterday to my group (we played "Quest for the Spirit Blade")
Image
using the following visibility rule which applies to ALL spells & ranged weapons:
clear Line Of Sight between your square center and the target's center.
If it crosses an occupied square you cannot "see" them unless they are located within your M.P. area (current Mind Points=squares).
Image
doors are open
Wizard's (6 M.P.) visible squares are the dark ones. He can cast any spell on these squares (for example he may heal the Elf but not the Barbarian)
Elf's (4 M.P.) shooting area (let's say he wields a bow/crossbow) are the squares with an [*]. You might have noticed that the NorthEast Orc of the big room isn't visible from the Elf because i don't let diagonal LOS pass between 2 occupied squares.
Image
If you like it we may try it in our pbp games too. We all enjoyed it yesterday (me, the Bard-who has crossbow- and especially the Wizard!).
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Re: Spells used in Sotiris Game

Postby Gold Bearer » Monday January 25th, 2016 1:26pm

Interesting. Three things.

1. Fire Of Wraith (and Genie) just don't seem right to me if they can't attack any target on the board.
2. Wall Of Stone is weaker than standard, was that the intent?
3. I'm not sure about using MP as a range to see through things. Maybe I just need to get used to it.
4. Not really much of a thing but I really like the idea of Chains Of Darkness being anywhere on the board because as standard it's just a slightly weaker Tempest. Anywhere on the board means they both have a slight advantage over the other, depending on the situation.

:2cents: |_P
: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

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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