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Count Mohawk wrote:I've gone through the Spell crafting thread and collected a list of 9 magics for the Swamp Spell deck. In alphabetical order:
- Acid Rain: This spell generates a shower of corrosive black rain. Each Hero in the same room as the caster rolls one red die. Unless a 5 or 6 is rolled, one of that Hero's weapons or armor, chosen at random, becomes rusted and useless. Not effective against Artifacts.
- Acid Spray: This spell sprays a corrosive green mist at any Hero within Line of Sight. It will inflict 1 Body Point of damage to that Hero.
- Cloud of Flies: This spell summons a cloud of flies to fill any room or corridor. Until the caster's next turn, Heroes in that room roll one fewer Combat Die when attacking or defending.
- Fever: This spell will inflict a terrible fever upon one Hero within Line of Sight. He rolls one fewer Combat Die when attacking or defending. The victim may try to recover by rolling one Combat Die on each of his turns. If a white shield is rolled, he returns to normal.
- Insect Swarm: This spell summons many biting insects to attack one Hero within Line of Sight. The insects roll three Combat Dice to attack. Heroes defend against this spell with two Combat Dice. The insects then vanish.
- Noxious Spores: This spell fills one room or hallway with hallucinogenic spores. Until the caster's next turn, whenever a Hero attacks or defends in that hallway, he must reroll all Combat Dice once and take the worse of the two rolls.
- Slime: This spell causes a sticky slime to engulf any Hero's feet, binding him to the ground. That Hero becomes unable to move. The Hero may roll one red die for each of his remaining Body Points at the beginning of his turn. If a 6 is rolled, the Hero breaks free of the slime, ending the spell.
- Slough: This spell may be cast on any one Hero. The ground beneath that Hero's feet suddenly turns into a slough! Put a Slough trap tile beneath the victim. The Hero may try to climb out of the Slough normally on his turn.
- Summon Basilisk: This spell summons a Basilisk to do the caster's bidding, which appears on any square adjacent to the caster. The Basilisk may move and attack at once.
I tried to get a good mix of the spells suggested in the original thread. Anyone else can suggest changes if they think something really needs one, but if nobody has any such qualms I would suggest moving ahead as though these are complete.
Goblin-King wrote:I'm very happy with the selection of spells. Good work!
A few comments though...
Acid rain: Need clarification on WHICH piece of equipment is destroyed. Hero's choice? Random? Morcar's choice?
Cloud of flies + fever: I think it should be worded "rolls one less combat die".
Slime: Is rolling a 6 on a single die too overpowered? How about rolling 1 red die per remaining BP?
Summon Basilisk: The basilisk is indeed one of the new monsters for this pack, so the wording is fine.
Noxious Spores: This spell fills one room or hallway with hallucinogenic spores. Until the caster's next turn, whenever a Hero attacks or defends in that hallway OR ROOM, he must reroll all Combat Dice once and take the worse of the two rolls.
Count Mohawk wrote:I put that there as a balancing mechanism, so that when the Heroes walk into a room with three Cultists, they don't get hit immediately by three Chaos Spells (or just two if they kill one first). Thematically, the idea is that Cultists are not great at magic and need to work together to accomplish their feats of sorcery. If you have a different suggestion, though, I'm all ears.
Count Mohawk wrote:I've gone through the Spell crafting thread and collected a list of 9 magics for the Swamp Spell deck. In alphabetical order:
- Acid Rain: This spell generates a shower of corrosive black rain. Each Hero in the same room as the caster rolls one red die. Unless a 5 or 6 is rolled, one of that Hero's weapons or armor, chosen at random, becomes rusted and useless. Not effective against Artifacts.
- Acid Spray: This spell sprays a corrosive green mist at any Hero within Line of Sight. It will inflict 1 Body Point of damage to that Hero.
- Cloud of Flies: This spell summons a cloud of flies to fill any room or corridor. Until the caster's next turn, Heroes in that room roll one fewer Combat Die when attacking or defending.
- Fever: This spell will inflict a terrible fever upon one Hero within Line of Sight. He rolls one fewer Combat Die when attacking or defending. The victim may try to recover by rolling one Combat Die on each of his turns. If a white shield is rolled, he returns to normal.
- Insect Swarm: This spell summons many biting insects to attack one Hero within Line of Sight. The insects roll three Combat Dice to attack. Heroes defend against this spell with two Combat Dice. The insects then vanish.
- Noxious Spores: This spell fills one room or hallway with hallucinogenic spores. Until the caster's next turn, whenever a Hero attacks or defends in that hallway, he must reroll all Combat Dice once and take the worse of the two rolls.
- Slime: This spell causes a sticky slime to engulf any Hero's feet, binding him to the ground. That Hero becomes unable to move. The Hero may roll one red die for each of his remaining Body Points at the beginning of his turn. If a 6 is rolled, the Hero breaks free of the slime, ending the spell.
- Slough: This spell may be cast on any one Hero. The ground beneath that Hero's feet suddenly turns into a slough! Put a Slough trap tile beneath the victim. The Hero may try to climb out of the Slough normally on his turn.
- Summon Basilisk: This spell summons a Basilisk to do the caster's bidding, which appears on any square adjacent to the caster. The Basilisk may move and attack at once.
I tried to get a good mix of the spells suggested in the original thread. Anyone else can suggest changes if they think something really needs one, but if nobody has any such qualms I would suggest moving ahead as though these are complete.
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