Yeah I thought you would hand out just the one page to the guy taking the spell school and then thought "why not leveraging the full advantage of paper lists... and take notes"
Plus, permanent spell gains may just lure them to keep the boss alive just one more round, just one more round...
Risking their lives for a spell.
Stoner, you take or leave or change what you like, all of what I write are just weak suggestions from a chemo dizzy brain.
Fire storm is a bit on the strong side because there are quests with many an empty room and then a stuffed boss room. The extreme case being "The forgotten legion", Quest 7 in the Rotwl book, that may be ended with this spell in one round
Imagine gizzy the Wizard entering the room, rolling 6 dice equalling 3 skulls on everybody. Skulmar will survive likely with 4 Body points. That's ok.
I go to your bestiary now, base game monsters: Skeletons will go altogether, that's ok. Zombies will go or stay 50/50. Mummies will survive with 2 BP likely. Likewise Chaos Warriors.
You know what. With your monsters it's not too strong.
With the original EU or NA Monsters the room would be wiped clean, with the exception of the CW's.
By the way, what's that special undead rule there, how do you kill them for good?
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.
Do you have to kill them down to -1 BP?
I go on with High Spells now
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.
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.
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.
Does the spell target ignore traps?
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.
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.
In
Glamour you have a fat printed
y somehow misplaced
I shall copy some of the spells of your high group!
Control now. Yes, i am in a good form today
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.
How do you fail the test?
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.
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.
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.
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.
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...