#31: Wizard has very limited Advancement under the standard mechanism - RESOLVEDProblem statement: The Wizard is pretty much excluded from the advancement through upgrading weapons and armour mechanism due to their inability to use anything but basic weapons. The Wizard has almost nothing to spend his gold on, so is effectively excluded from the advancement mechanism.
In addition, some Quests particularly those from the later Quest Books are considerably longer than the earlier Quests so the Wizard risks running out of spells early on.
Discussion Link: Magic, Mind Points and the Talisman of LoreAdditional material: The Wizard Clearing House of House RulesRejigging the Equipment Card Deck [SE]Proposed changes:Introduce a mechanism for the Wizard to advance through purchase of new spells
Keep to Mind Point to Maximum Spell Principle – make explicit instead of implicit – Maximum Number of Spells is one set of three for each (starting) Mind Point over three i.e., Elf MP4 = 1 set of 3 spells, Wizard MP6 = 3 sets of 3 spells = 9 spells. This would mean that as the Wizard's Mind Point increase due to Quest Treasures he can purchase additional spells or spell sets to take into the dungeon.
An alternative version of the Wizard has 5 Body Points & 5 Mind Points. These changes still thematically mean the Wizard has highest mind and lowest body, the extra BP means he doesn’t have to wait until death to get full value from basic 4 BP healing spell/potion, gives him a little higher survivability, keeps the BP and MP total of 10 principle.
His 5 mind points give him a starting number of spells of 6 spells (2 elements) and when his starting Mind Points increase (for example due to an artefact like the Talisman of Lore) he has the option to purchase new spells (prices for spells are included next to the relevant spells in the appendix)
Only has 6 starting spells – Wiz chooses 1 set, Elf chooses 2nd set, Wiz chooses 3rd set. This is in line with the normal principle of every Mind point over 3 gives you access to one set of 3 spells.
Each Mind point for the Wizard over and above his starting 5 gives him the opportunity to learn 3 more spells, a single set. These can be purchased with Gold between quests, collectively as a set, the gold purchase representing the time and material needed to learn and master the spells.
Implemented Changes:# [0.0.20] - 2023-07-05 - Fixed Problem #31
###Added
- Rulebook (Book of Spellcasting):
Some characters can cast spells and are known as spellcasters, such as the Wizard and the Elf. Special rules that apply to them are covered in this book.
Spells must be chosen and prepared in advance of a quest and stored in the mind of the caster so that they can cast, or activate the stored spell and release its effects, though words and gestures at an appropriate moment of their choice in the dungeon.
Once a spell has been cast it is discarded and cannot be used again until it is prepared again between quests.
Spellcasters have a finite capacity of prepared spells that they can hold in their minds, this is determine as one spell set (of three spells) for every Mind point over three. For example, so a spellcaster with a Mind value of 5, can only prepare a maximum of 2 sets of 3 spells.
Selection and preparation of spells from those known to him, generally kept in the form of a spell book, is time consuming, complex, elaborate and intensive, so can only take place between quests, and results in the spellcaster having a number of spells prepared in his mind ready to be "cast", activated or released, in the quest as required.
Additional spell sets in the form of scrolls may be found in Quests, these increase the number of spells available to be prepared between quests but have no impact on the actual maximum limit of spells that can be prepared and taken into a Quest.
Some magical items can increase the Mind value of the holder and therefore increase the maximum number of spell sets that a spellcaster can prepare such as the Talisman of Lore
Both of our spellcasting heroes the Wizard and the Elf start the game with access to the following spell sets:
• Spells of Air: Genie, Tempest, Swift Wind
• Spells of Earth: Heal Body, Pass Through Rock, Rock Skin
• Spells of Fire: Ball of Flame, Courage, Fire of Wrath
• Spells of Water: Sleep, Veil of Mist, Water of Healing
Spell Selection
The process for selecting spells is that the spellcaster with the highest Mind value chooses their first set, followed by the spellcaster with the next highest mind value and so on until all spellcasters have selected their first set. The process then repeats for the second set until each spellcaster has reached their limit. If more than one spellcaster has the same Mind value then they must roll a die each, highest goes first.
- Scrolls (Equipment Card: Wizard's Staff):
Wizard’s Staff
Weapon, Diagonal, Basic, Both Hands, Artefact, Wizard Only, 2AD
The Wizard’s Staff allows you to roll two combat dice in attack. The Wizard’s Staff may be used to attack diagonally.
Cost 250 gold coins.
May only be used by Wizard.
- Scrolls (Equipment Card: Wand of Fire):
Wand of Fire
Artefact, Weapon, Wizard Only, 2AD, Fire Attack, Missile
This wand allows the wielder to target a character with a fiery blast. The victim rolls two combat die, losing a Body point for each skull rolled.
- Scrolls (Equipment Card: Crown of Sorcery):
Crown of SorcerySpellcaster onlyThis headgear gives the wearer an extra starting Mind Point.
Cost 1000 gold coins
- Scrolls (Equipment Card: Ring of Escape):
Ring of EscapeSpellcaster onlyWhen invoked, this magical ring will return all characters that the ring wearer can "see" to the starting point of the Quest. The card is then discarded.
Cost ? gold coins.
- Scrolls (Equipment Card: Scroll of Protection):
Scroll of ProtectionSpellcaster onlyThis scroll allows the holder to choose the Spells of Protection set as one of their sets to prepare for a Quest.
Cost 1000 gold coins
- Scrolls (Equipment Card: Scroll of Darkness):
Scroll of DarknessSpellcaster onlyThis scroll allows the holder to choose the Spells of Darkness set as one of their sets to prepare for a Quest.
Cost 1000 gold coins
- Scrolls (Equipment Card: Scroll of Detection):
Scroll of DetectionSpellcaster onlyThis scroll allows the holder to choose the Spells of Detection set as one of their sets to prepare for a Quest.
Cost 1000 gold coins
- Scrolls (Equipment Card: Potion of Magical Aptitude):
Potion of Magical AptitudePotion, Spellcaster OnlyYou discover a vial of silvery liquid under a loose flagstone. You may drink it at the beginning of your turn and it allows you to roll two
extra combat dice when you use a Mind Combat spell. Discard after use.
Cost 400 gold coins
- Scrolls (Quest Treasure Card: Ring of Recall):
Ring of RecallArtefact, Spellcaster OnlyThis ring enables the wearer to roll a combat die having cast a spell and if a black shield is scored then the wearer may keep the spell card for another use rather than discarding it
#Q14 Return to Barak Tor, worn by the Witch Lord instead of NA edition Spell Ring
###Changed
- Rulebook (Book of Heroes):
Sort the 12 spell cards into their four sets. There are three cards in each set. Each set corresponds to a different aspect of magical energy: Spells of Air, Spells of Earth, Spells of Fire and Spells of Water.
At the start of your first game the Wizard must take the Spells of Earth and the Spells of Fire and the Elf, the Spells of Water. The Spells of Air will not be used in the first Quest.
Spellcasters may change their spells between Quests, see Book of Spellcasting for details
- Scrolls (Character Card: Wizard):
Increased Body Points from 4 to 5
Decreased Mind Dice from 6 to 5
- Scrolls (Equipment Card: Bracers): Renamed to Bracers of Defence
- Scrolls (Quest Treasure Card: Wand of Recall): Renamed to Wand of Concurrence
- Scrolls (Quest Treasure Card: Talisman of Lore): Reduced from +2 Mind to +1 Mind
- Scrolls (Spell Cards: All): Regrouped into spell sets as below
#From Game System (Elemental Spells)
• Spells of Air: Genie, Tempest, Swift Wind
• Spells of Earth: Heal Body, Pass Through Rock, Rock Skin
• Spells of Fire: Ball of Flame, Courage, Fire of Wrath
• Spells of Water: Sleep, Veil of Mist, Water of Healing
#From Wizards of Morcar
• Spells of Darkness: Arrows of the Night, Chains of Darkness, Cloak of Shadows
• Spells of Detection: Clairvoyance, Future Sight, Treasure Horde
• Spells of Protection: Dispell, Invisibility, Wall of Stone
#From Against the Ogre Horde
• Spells of Mind: Mind Lock, Dominate, Mind Blast
#From Wizards of Morcar (not sure if these are one double set of 6 or need to be split into two single sets of 3 but I don’t think it matters, perhaps splitting them would be more flexible)
• Spells of the High Mage: Dispell, Escape, Madness, Rust, Strands of Binding, Wall of Flame
• Spells of the Storm Master: Blinding Sleet, Earthquake, Hurricane, Lightning Bolt, Thieving Wind, Wall of Ice
• Spells of the Necromancer: Call Skeleton, Death Bolt, Fear, Raise the Dead, Skulls of Doom, Summon Mummy
• Spells of the Orc Shaman: Orc Berserker, Sharpen Blades, Shield of Protection, Spirit of Vengeance, Summon Goblins, Summon Orcs