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Anderas wrote:The text of Magma Flow is a bit on the long side. You could remove the sentence "Does not affect undead". I guess you added it because they have 0 MP? I really go and check your bestiary now before I speak strange here.
Anderas wrote:I like that you have three variants of each, to adapt to the heroes. I do understand the flesh to stone spell better now.
Anderas wrote:Scry could go to detection if you still search for spells to move.
Anderas wrote:Rock Wall has a little bit unclear spell duration. I guess the d6 is for rounds but then is it removed at the heroes turn beginning or end or at morcars turn beginning or end?
Anderas wrote:Quake, does it impact monsters only?
Anderas wrote:Chrysalis, I would replace the comma with a point.
Anderas wrote:Overall that earth spell group makes a really good impression.
Air now
... didn't see anything. Either it's perfect or it's because my head is spinning. More later.
Anderas wrote:Ok then I will stop to make suggestions about moving spells
Fire
Fire Lance - a little bit unclear duration again
Hands of Scorch likewise
Anderas wrote:By the way I like those two. Do you have rules for fire damage somewhere? Stronger against Mummies or such?
Anderas wrote:Greek Fire is a nice one. You can burn down entire dungeons.
Anderas wrote:Fire Storm is a bit on the strong side, even with your monsters. Ideas: put "all Figures" instead of "All Monsters", that may reduce the applicability a bit. Or if that goes to far it could cost the caster some BP or MP in addition? Just throwing around ideas here.
Anderas wrote:Water now
Acid Blast
Caster rolls 1d6 per mind point every turn?
How long? Until the target is dead? Who is the target?
Of course I can guess it is a target chosen by the caster but somehow it is not mentioned.
Anderas wrote:Puddle of protection: again spell duration. I guess you can make a general statement for spell durations instead changing each spell that I mark.
Anderas wrote:Tidal wave, does it affect only monsters? Could also rearrange some furniture, no?
Anderas wrote:Drown, fluff text: not exactly sure because I am not a native speaker but I guess you wanted to say drown instead of down?
Anderas wrote:Phantasm, does it affect defense? Nice idea by the way.
Anderas wrote:Thunder Storm, again question of target: only Monsters? Those kinds of remarks are all RPG of course but I like to RPG a bit.
Anderas wrote:Pool of many places: I would write "any figure" instead of "any players and or monsters". The idea is that "players" may or may not include henchmen, "figure" does include it.
Second point, do you mark the entry and exit somehow? Doesn't need to be in the rule, I am just curious if you have made a model for it and want to see it.
Anderas wrote:Detection
You could add "Bootstrap Paradoxon" to the spell group.
Fluff headline: But where did that idea originate?
Fluff: You hear yourself speaking from the future: "Prepare yourself!"
Play this spell without an action when an enemy spell or an attack has an undesirable effect on you. You can immediately cast a defensive spell to counter it.
In your next round you have one cast action less than normal.
Anderas wrote:You can also add three to five lines:
Analyse magic
Fluff headline: You delve into the deep mysteries laid out here
Fluff: You never learn enough.
Play this spell as a reaction to an monster magical ability or spell. Strike out this line and replace it with the exact text of your enemy's spell. This spell is now permanent available whenever you choose the detection spell group.
Next turn you may not move and not take an action.
So the player can then decide if he wants to learn a Fimir spell early or if he waits until he encounters the high mage to fill this group. Also he has something to lose when he dies, that's always nice.
Summon spells (Summon Orcs or Summon Undead) may have to be clarified.
Undead Bestiary wrote:When reduced to 0 Body Points lie them down on their square and roll 1 Combat Die at the start of your turn;
Skull = they get up with 1 Body Point but may not take a turn until next turn.
White Shield = they remain where they are.
Black Shield = they get up with 1 Body Point and may take their turn as normal.
Purity wrote:“Only the purest of mind and body will survive here”
A hand glows with pure white energy that is oddly soothing.
Restores 1 Hero adjacent to the spell caster to full Body and Mind Points. It also cures all afflictions.
Ikaros wrote:“I believe I can fly!”
You sprout feathery wings from your back!
You may move up to 24 squares on your next turn and must end your turn on an empty square.
You may move, attack and then move again for this turn only and you ignore movement impediments and monster size restrictions.
Disjunction wrote:“I think I know how this works”
Enemy magic begins to disperse from the area in which you are stood.
Upon casting this spell you cancel the effects of 1 Chaos spell in the same room or corridor as yourself.
Nap Time wrote:“I feel ever so tired…”
An area suddenly seems to become the perfect spot for a nap!
Pick 1 square and all adjacent squares around it are affected. Every monster in the affected area must roll 1D6 and add it to their current Mind Point score. Each monster that fails instantly falls asleep. Sleeping monsters may not move, attack, defend or cast spells.
They awaken when they lose at least 1 Body Point, any attacks against them count as double.
Does not affect Undead.
Spasm wrote:“Is he OK?”
Your sheer power of will forces a monster to have convulsions.
Caster and target both roll 1D6 and add it to their Mind Point scores. If the casters is higher it deals 1 Attack Die per Mind Point of damage.
If the targets is higher it only does 1 Attack Die per 2 Mind Points of damage (both attacks cannot be defended against).
Does not affect Undead.
Spirit Control wrote:“I can feel a spirit here that is mine to control”
You concentrate and reach out searching for a weak mind to control.
Choose 1 unexplored room on the board to see inside. The Dungeon Master must place the contents of the room out. If a monster of any sort (other than Undead) is there you may take control of it. You may check for traps, explore, open doors and attack other monsters.
Monsters will not attack or move until they are attacked, the spell ends when you or the affected monster lose 1 Body Point.
Anderas wrote:Stoner, you take or leave or change what you like, all of what I write are just weak suggestions from a chemo dizzy brain.
Anderas wrote:By the way, what's that special undead rule there, how do you kill them for good?
Undead Bestiary - When reduced to 0 Body Points lie them down on their square and roll 1 Combat Die at the start of your turn;
Skull = they get up with 1 Body Point but may not take a turn until next turn.
White Shield = they remain where they are.
Black Shield = they get up with 1 Body Point and may take their turn as normal.
Do you have to kill them down to -1 BP?
Anderas wrote:Purity - Only the purest of mind and body will survive here”
A hand glows with pure white energy that is oddly soothing.
Restores 1 Hero adjacent to the spell caster to full Body and Mind Points. It also cures all afflictions.
Imagine not stating "restore to full" but instead "restore 8 BP and MP, up to the max".
I have seen heroes delaying their use of a healing potion just for one more wound, to get the 4 BP out of it, putting their lives in danger.
That's why I would prefer to write a number like 7 or 8, just to wake up the greed in the heroe's heart. The net effect will be the same of course, it's just to wake the greed.
Anderas wrote:Ikaros - I believe I can fly!
You sprout feathery wings from your back!
You may move up to 24 squares on your next turn and must end your turn on an empty square.
You may move, attack and then move again for this turn only and you ignore movement impediments and monster size restrictions.
Does the spell target ignore traps?
Anderas wrote:Disjunction
“I think I know how this works”
Enemy magic begins to disperse from the area in which you are stood.
Upon casting this spell you cancel the effects of 1 Chaos spell in the same room or corridor as yourself.
As it is written, you can cancel the effect of an on going spell. Do you want to make it available as counter spell, too? In that case it must have a remark that it can be cast anytime without the cost of an action, perhaps. Or with costing the action of the caster's next turn, if you think it's too cheap otherwise.
Anderas wrote:In Glamour you have a fat printed y somehow misplaced
Anderas wrote:Control now. Yes, i am in a good form today
Nap Time - I feel ever so tired…
An area suddenly seems to become the perfect spot for a nap!
Pick 1 square and all adjacent squares around it are affected. Every monster in the affected area must roll 1D6 and add it to their current Mind Point score. Each monster that fails instantly falls asleep. Sleeping monsters may not move, attack, defend or cast spells.
They awaken when they lose at least 1 Body Point, any attacks against them count as double.
Does not affect Undead.
How do you fail the test?
Anderas wrote:Spasm - Is he OK?
Your sheer power of will forces a monster to have convulsions.
Caster and target both roll 1D6 and add it to their Mind Point scores. If the casters is higher it deals 1 Attack Die per Mind Point of damage.
If the targets is higher it only does 1 Attack Die per 2 Mind Points of damage (both attacks cannot be defended against).
Does not affect Undead.
How is your wording for "attack", "damage", "wound"?
In most other rulebooks I have seen some clarification like:
"attack" is before the math starts
"damage" is what the attack result is, before defending
"wound" is the end result, after any defense effect.
Everyone chooses their words a little bit different, so I am not sure here.
If you have such a thing, i would take away the clarification "cannot be defended against" and directly use the word for "wound"
If you have no such declaration in your rules, then it is fine as it is.
Anderas wrote:Spirit Control - I can feel a spirit here that is mine to control
You concentrate and reach out searching for a weak mind to control.
Choose 1 unexplored room on the board to see inside. The Dungeon Master must place the contents of the room out. If a monster of any sort (other than Undead) is there you may take control of it. You may check for traps, explore, open doors and attack other monsters.
Monsters will not attack or move until they are attacked, the spell ends when you or the affected monster lose 1 Body Point.
I like that one and will copy it. Do you have any precautions in order to prevent the Dungeon Boss to be taken over? I'd like to suggest the so-often used mind duel.
Anderas wrote:Shock has lightning spelled lightening
Enough for today. Wow you have amassed quite some content there, which leads me to put more content on my heap...
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