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The Wizard's Expanded Spellbook

Discuss card making and cards you have made.

The Wizard's Expanded Spellbook

Postby Count Mohawk » Wednesday March 25th, 2015 1:02am

The Wizard is the character most frequently on the receiving end of some house-ruled love due to his general weakness in comparison to the other Heroes, both as a starting character and at endgame levels. To rectify this, I made him a bigger and better spellbook, featuring nine spells of varying strength in each of nine spell groups (the original four, the three extras from Wizards of Morcar, Slev's Control group and an extra group for Alchemists). Have a look!

August 5, 2018 edit: Rewrote the text for most of the spells. I have switched back to "card-based" being the definitive version for the Wizard's Expanded Spellbook, on account that nobody else at my table can understand the notes I wrote for the Infinite spellbook well enough to play them. I also added the Equipment cards for the Tomes, which allow access to more powerful Spells and also have an infinite-use Spell-like effect, most of which were heavily inspired by the ones Slev came up with for HQR2.
Download the spells, and the Tomes!
Rules and FAQs for these cards!

August 12, 2015 edit: Spell Scrolls written in the same style are also available! Check the bottom of post #13 for the download links.

August 25, 2015 edit: "Infinite Wizardry" is now available for download. Most of the spells featured within are about the same as before, but I have included a ruleset for a mana-based system which could potentially allow for an unlimited amount of spellcasting from the Wizard. You can download it below, just after the downloads for the original card-based system, "Expanded Wizardry".

ImageImageImageImage
ImageImageImageImage

This is where you can download my stuff!
Card-based system ("Expanded Wizardry"): .PDF .DOCX .PNGs Rules and FAQs
Mana-based system ("Infinite Wizardry"): .PDF .DOCX .PNGs Rules and FAQs

Now that I've thoroughly confused you with my use of shorthand notation and symbols, let me answer what I assume will be some of your questions:

What do the symbols in the box above the image mean?
On each Spell card, I have listed a "level" of between 1 and 4, depicted graphically by the number of icons next to "Air Spell" or whatever above the card's image. More powerful spells have a higher level and therefore a higher cost.

What do the other symbols mean?
I bet you can guess at least a few of them! The most obvious ones are the square icons with combat die faces on them - these mean "roll a Combat Die of the appropriate color and count up the number of dice with the designated face showing". If the square icon is blank, usually the text will explain how to interpret your roll. Combat dice other than standard white use the standard configurations from Flint's colorful dice; see this topic. Note that red dice icons indicate standard red movement dice, like these :roll1: :roll6: .

The other symbols each shorten what would otherwise be a longer phrase or clause:
The hand with a swirl around it, which is found on all 72 spells, indicates that the effects listed on the card must be activated by casting it as a Spell as usual on your turn.
The 'laser' icon, as seen on Ball of Flame and Genie (among others) is shorthand for "make a magical attack against any monster you can see, rolling the appropriate amount of dice".
The large shield found on some of the Earth spells such as Rock Skin refers to a character's Defense value.
Lastly, the skull-and-crossbones symbol on the Antidote spell indicates "Poison damage", which would be any source of damage referred to as Poison or Poisonous by the Quest notes.

How do you decide which and how many of each Spell to take when using these cards?
That depends on whether you're playing with "Expanded Wizardry", which is purely card-based, or "Infinite Wizardry", which is mana-based. The rules for spell selection are located at the end point of a link right next to the download area, which you passed already! But if you don't want to read that, here's the short version:
'Expanded Wizardry', as edited by Count Mohawk wrote:At the beginning of each Quest, each Hero chooses a number of Spell Groups determined by the Hero’s class, then chooses which spell cards he or she wants from each of those groups according to the following rules:
  • A Hero may choose from the Novice-rank spells of an element of philosophy freely, but may only take Adept- or Master-rank spells if he or she has reached that level of mastery in that element or philosophy.
  • A Hero may take any number of spell cards from each of his or her chosen elements as long as the total cost of those cards does not exceed his or her starting Mind Points, plus a bonus for his or her mastery (1 for Novice, 2 for Adept and 3 for Master).
  • A Hero may only take one copy of each spell costing 2 or more. However, he may take any number of copies of spells which cost 1.
Example: The Wizard has is a Fire Adept, an Air Master and a Darkness Novice and selects those three Spell Groups at the beginning of the Quest. He has 6 Mind Points; therefore, he can choose 8 points worth of Fire spells, 9 power worth of Air spells and 7 power worth of Darkness spells.

'Infinite Wizardry', as edited by Count Mohawk wrote:At the beginning of each Quest, each Hero chooses a number of Spell Groups determined by the Hero’s class (“Spellcraft”). A Hero has access to any Spell with a rank lower than or equal to the Hero’s own Mastery of that Spell Group; for example, a Water Novice could only cast Novice-rank Water spells, while a Water Adept could cast both Novice- and Adept-rank Water spells. A Water Master, of course, may cast any level Water spell.

Each Hero with nonzero Spellcraft begins each Quest with an amount of Power equal to his starting Mind Points, plus a bonus for his or her mastery in each respective Spell Group (1 for a Novice, 2 for an Adept and 3 for a Master). A Hero may spend Power on any spell he has access to.
    Alternative Rule: If you don’t mind doing a little extra bookkeeping, you can restrict the bonus Power from Spell Group masteries to only be cast on Spells from that particular Spell Group.

Example: The Wizard is a Fire Adept, an Air Master and a Darkness Novice and selects those three Spell Groups at the beginning of the Quest. He has 6 Mind Points; therefore, he begins the Quest with 6 (MP) + 2 (Fire adept) + 3 (Air master) + 1 (Darkness novice) = 12 Power.

How do you print these cards?
Edit April 7 2015: I increased the size of the cards to the standard 3.5" x 2.5" to reduce eye strain. Assuming I laid everything out correctly, the back-side images starting on page 12 of the above PDF should allow for easy double-sided printing, including a small margin for printer bleed errors.

You stole my ideas/artwork/style/kidneys!!!
It's called fair use, people! :gargoyle:

To elaborate, the US doctrine of fair use allows for transformative use of copyrighted material even without permission from the material's owner or owners. Equivalently, anything you guys build off of what I posted above would also be fair use (pending lawsuits from aggrieved parties, of course). That said, if I am in violation of Ye Olde Inn's rules, I will take down whatever material is necessary to move back into line with the normal code of conduct.
Last edited by Count Mohawk on Sunday August 5th, 2018 11:29pm, edited 13 times in total.


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Re: The Wizard's Expanded Spellbook

Postby torilen » Wednesday March 25th, 2015 9:05am

In reference to fair use - you would have to prove that you changed the pictures enough...
I have a "published" artist friend who I have talked with about that before.
Good job covering yourself though - I like it. :)

I, personally, was going to ask where you got the pictures. I like them. Especially the one for
Spirit Guardian. Looks something like the Witch King from LotR?


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Re: The Wizard's Expanded Spellbook

Postby slev » Tuesday March 31st, 2015 7:37am

Nice to see how my work has inspired you :D

That's a really good idea in general, but the rules could be streamlined a little.

I know you're using the same value for mastery and power on the card, but that then gives you difficulty if you only want three levels of mastery. I'd suggest making mastery three a little cheaper than you had planned and forget only having three levels of mastery.

I'm taking it that the Power limits the number of spells that my be cast?


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Re: The Wizard's Expanded Spellbook

Postby Count Mohawk » Tuesday March 31st, 2015 10:02am

slev wrote:Nice to see how my work has inspired you :D

I believe "jealousy" is a more accurate word. |_P

slev wrote:That's a really good idea in general, but the rules could be streamlined a little.

I know you're using the same value for mastery and power on the card, but that then gives you difficulty if you only want three levels of mastery. I'd suggest making mastery three a little cheaper than you had planned and forget only having three levels of mastery.

I'm taking it that the Power limits the number of spells that my be cast?

Yes, the Power of a spell is the limiting factor. If a Wizard has 6 Power worth of Fire spells available in a quest, for example, he could cast any of the following sets of spells:
  • 6 Fire of Wrath
  • 3 Ball of Flame
  • 2 Fireblast
  • 1 Fireblast, 1 Ball of Flame, 1 Fire of Wrath
  • 1 Ball of Flame, 4 Fire of Wrath
Naturally, this is hardly an exhaustive list.

I wanted just three levels of mastery because, with 9 spells per spell group, it lets me divide them evenly between the three levels. But I also wanted one spell in each group which would have a big impact on the current state of the Quest, and be costed accordingly. When a Wizard pays increasing amounts of gold for deceasing numbers of spells, it feels a little like price-gouging him in both directions. To be fair, I don't have actual prices worked out yet, and since the Wizard has to pay separately for each spell group, making them too expensive may well lock him out of the best ones for an excessively long time, which lead back into the same problem of the Wizard being underpowered all over again. Maybe a flat fee of 300 gold for each upgrade would be kosher; I'll need to run it by my playtesting crew (see also: my brother).


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Re: The Wizard's Expanded Spellbook

Postby slev » Tuesday March 31st, 2015 11:45am

Ideas:

Ring of the Elements
Grants Mastery 1 with each of Air, Earth, Fire, & Water.
You begin each Quest with a number of points of magic power for each of these four Elements, equal to your starting Mind Points.
Starting Equipment for Wizard & Elf.

Broach of the Phiolosopher
Grants Mastery 1 with each of Detection, Protection, Darkness & Control.
You begin each Quest with a number of points of magic power for each of these four Philosophies, equal to your starting Mind Points.
Starting Equipment for Wizard.

Power Stone
+3 Power, may not be combine with another item of the same name.
Wizard only, 200 GC

Token of [the Flame/the River/Stone/the Zephyr]
+1 Mastery with [fire/water/earth/air], may not be combine with another item of the same name.
May not be used be the Barbarian, 450GC

Token of [the Blaze/the Deluge/Steel/the Hurricane/the Eye/Night/Shielding/Stoicism]
+1 Mastery with [fire/water/earth/air/Detection/Darkness/Protection/Control]
You may select Mastery 4 Spells of this [Element/Philosophy] at Mastery 3.
may not be combine with another item of the same name.
Wizard Only, 200GC

Token of [Sight/Shade/the Agis/Patience]
+1 Mastery with [Detection/Darkness/Protection/Control], may not be combine with another item of the same name.
Elf or Wizard Only, 450GC

This gives the Wizard easier upgrades earlier in the game, and allows them to boost their use of spells, and also give the elf a few upgrades (although nowhere near as far). The wording also means that you don't have to concern yourslef with Mastery 3.5 in the rules.


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Re: The Wizard's Expanded Spellbook

Postby Count Mohawk » Friday April 3rd, 2015 8:18pm

This seems like a pretty good system. My personal preference is to list Spell mastery levels as notes on a character sheet rather than make items for them, but I will probably be using your set of prices as though the Heroes were buying Tokens of XYZ. I will also be keeping the Power Stone as an item, although slightly modified:

Power Stone - Price 250 Gold Coins
You begin each Quest with an additional 3 Power. (This could also be 4 and still be fair.)
You can only use one Power Stone.
May only be used by heroes with 5 or more Mind Points.

I specify minimum Mind or Body Points on my equipment to avoid explicitly referencing the Wizard, which is important since my fellow playtester (read: my brother) prefers to use an alternative set of Heroes.

One thought I've been bandying about is to add an additional modifier to Heroes' Power - namely, they start with additional Power equal to their Mastery in each Spell Group they take. So for example, if the Wizard has Masteries of Air 3, Water 1 and Fire 2, he would start the Quest with 9 Air, 7 Water and 8 Fire Power. This neatly sidesteps the issue of magic users getting access to higher-power magic but being not being able to cast as many spells in so doing, at the "cost" of increasing the maximum level of power the Wizard can reach.


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Re: The Wizard's Expanded Spellbook

Postby Daedalus » Thursday June 25th, 2015 4:16pm

I like what you have here and I've added them to my files. |_P I've got some feedback about your fantastic assortment of spells that I encourage you to ignore, use, or respond to as you please:

As a global question, do you treat Mercenaries as Heroes for purposes of spells, ie.Whirlwind? I'd say the rules allow it.

AIR SPELLS:
Airwalk
    Great idea for a utility spell using something that already works.
Noxious Fumes
    I assume this spell lasts all Quest. Cloak of Shadows, a Darkness spell with continuous duration and area of effect uses a tile. Noxious Fumes doesn't need an area tile, but I wonder if it would be good idea to use a skull tile to mark the room for the Quest. Maybe it could be fit in with these changes: "Choose one room within sight." > Place a skull tile in one room within sight. ; "...when defending." > ...when defending throughout the Quest.
Tornado
    I assume the spell overrides the proscription that monsters don't trigger traps. I also assume that if a figure in sight is meant to be blown through (above?) any nonvisible figures in the line behind it. Finally, I assume this spell affects friendly figures as well as opponents. Do I understand the intent correctly?
Whirlwind
    Does the spell ignore intervening traps? Would this spell also ignore a falling block trap that has closed off a section with a permanent block? Would it allow travel to a room previously accessible only through a Pass Through Rock spell? RAW tells me the spell ignores traps, monsters, blocks, stone, or whatever. Fluff tells me monsters and traps can be ignored, but complete obstacles to movement can't. I'd suggest modifying "...any previously-explored room or corridor." > ...any previously explored, accessible room or corridor.
Wind Blast
    Do you intend this spell to allow the target to be freely moved rearward in a straight line through (over) intervening squares obstructed with furniture, figures (friendly or enemy), and traps? Or do you instead intend that normal rules of movement still apply (my understanding and preference)? In the latter case, I'd say the target wouldn't be stopped by trap damage but also couldn't pass through a friendly figure, as movement is an involuntary spell effect, not the figure's normal movement. This means the caster could choose to either dump the target on a trap for damage or blow him over it. Normal movement rules would still prevent the target being moved through monsters and furniture, as usual.

Well, that wraps up the first group, and I've already got a long post. I realize many issues I bring up are not a big deal if some common sense is applied. This is pretty common with Hero Quest. I also believe big efforts deserve some attention from the community, even if it requires some extra time. Let me know if you'd like continued feedback on more spells, in case any of this is helpful.
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Re: The Wizard's Expanded Spellbook

Postby Count Mohawk » Thursday June 25th, 2015 4:49pm

Daedalus wrote:As a global question, do you treat Mercenaries as Heroes for purposes of spells, ie.Whirlwind? I'd say the rules allow it.

I did not take Men-at-Arms and other 'companion' figures into account when I wrote these at all. :oops: In this case, yes, anywhere I write 'Hero' should be understood to mean 'friendly figure'.

Daedalus wrote:AIR SPELLS:
Noxious Fumes
    I assume this spell lasts all Quest. Cloak of Shadows, a Darkness spell with continuous duration and area of effect uses a tile. Noxious Fumes doesn't need an area tile, but I wonder if it would be good idea to use a skull tile to mark the room for the Quest. Maybe it could be fit in with these changes: "Choose one room within sight." > Place a skull tile in one room within sight. ; "...when defending." > ...when defending throughout the Quest.

That's a good idea about using a skull tile. Your assumption about the longevity of the fume cloud is correct, and while the Heroes don't usually backtrack through the same room more than once, it does happen on occasion. Putting a tile in will make sure the players don't forget if the situation comes up.
Daedalus wrote:Tornado
    I assume the spell overrides the proscription that monsters don't trigger traps. I also assume that if a figure in sight is meant to be blown through (above?) any nonvisible figures in the line behind it. Finally, I assume this spell affects friendly figures as well as opponents. Do I understand the intent correctly?
Wind Blast
    Do you intend this spell to allow the target to be freely moved rearward in a straight line through (over) intervening squares obstructed with furniture, figures (friendly or enemy), and traps? Or do you instead intend that normal rules of movement still apply (my understanding and preference)? In the latter case, I'd say the target wouldn't be stopped by trap damage but also couldn't pass through a friendly figure, as movement is an involuntary spell effect, not the figure's normal movement. This means the caster could choose to either dump the target on a trap for damage or blow him over it. Normal movement rules would still prevent the target being moved through monsters and furniture, as usual.

These two are asking similar questions, so I grouped them together. Involuntary movement of enemy figures will cause them to trigger Traps (and is the only way to get a monster to take Trap damage, since normally they can avoid them). All other obstructions should be played normally. I may consider rewording these a little so they're a bit clearer.
For Tornado specifically, yes, other friendly figures are affected. The only figure in the room not affected is the caster himself.
Daedalus wrote:Whirlwind
    Does the spell ignore intervening traps? Would this spell also ignore a falling block trap that has closed off a section with a permanent block? Would it allow travel to a room previously accessible only through a Pass Through Rock spell? RAW tells me the spell ignores traps, monsters, blocks, stone, or whatever. Fluff tells me monsters and traps can be ignored, but complete obstacles to movement can't. I'd suggest modifying "...any previously-explored room or corridor." > ...any previously explored, accessible room or corridor.

Very concise. I will make that change. Alternatively, I could change the text to something like "Move the caster and any number of Heroes (and other friendly figures) any number of squares, ignoring Traps and monsters, except for the squares they end their movement in." Since only Traps and monsters are listed under ignorable dungeon features, the implication should be clear that anything else cannot be ignored while moving. Of course, that's more words than before...
Daedalus wrote:Well, that wraps up the first group, and I've already got a long post. I realize many issues I bring up are not a big deal if some common sense is applied. This is pretty common with Hero Quest. I also believe big efforts deserve some attention from the community, even if it requires some extra time. Let me know if you'd like continued feedback on more spells, in case any of this is helpful.

Go ahead and feedback away! These took a while to compose, so it's only fitting that they would take a while to critique.


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Re: The Wizard's Expanded Spellbook

Postby Daedalus » Wednesday July 1st, 2015 9:36pm

On to the next set--great stuff. I plan to get back to the others after I at least partially attend to my backlog of unread posts.

ALCHEMY SPELLS:
Amplify Magic
    This generally tight spell appears to allow for a potentially game-breaking situation with Power of Stone. If amplified, 4, 6, or 8 green Defend Dice are added, each of which defends a hit 50% of the time. The spell could be cast again with a Spell Ring for another 2 green dice. A Hero could have 6, 8, or 10 green dice on top of any other Defend Dice the Hero already possesses. It seems likely a Hero may be created right at the beginning that can usually cancel 4 or 5 hits in combat for an entire Quest. For a Wizard, the cost would be 6 of his 18 available power plus the use of his Spell Ring. Excepting very bad Hero luck combined with very good monster luck, a Power of Stone-enhanced juggernaut is likely to last most, if not all of a Quest against the usual assortment of monsters. Even a Polar Warbear should have trouble cracking this nut.

    At this point without yet having read your other spells, I don't really see the problem rooted with Amplify Magic. I'd say it would be better to restrict Power of Stone. I think a Hero shouldn't benefit from a Power of Stone spell more than once until it is broken. Then again, you've shown in the past the expected numbers sometimes bear out otherwise in significant amounts after your calculations. If you're satisfied that the combo can be broken in higher-powered Quests easily enough vs. it's power cost, well okay.
Antidote
    Do you have a poison houserule, or are you instead covering possible Quest Notes that may use poison? Either way, this spell is a nice panacea.
Burnished Gauntlet
    It's impressive you've managed to reduce this spell to only its use/fluff text and icons. I'd actually prefer for there to be some text in the mechanics with the icons. It feels a bit sparse compared with the other descriptions. If you wanted to blend this spell in a bit more, you could add: A figure attacked by the gauntlet defends normally. It wouldn't add any necessary information, but it could provide a bit of aesthetic balance. :2cents:
Crucible
    This title sounds alchemical and the image does relate to the name. However, I feel a different term could apply to the spell effect better. Perhaps Transference or Transpose?
Future Sight
    "Until the end of your next turn, whenever you roll dice, you may reroll all of them once...." Is a single reroll permitted, or more? "Whenever" makes me think a single reroll is possible after each instance of a roll by the caster. However, "once" and "the second roll" could possibly mean one specific reroll only. I'm inclined to go with multiple once-time rerolls--correct?

    I'm nitpicking, but here are some alternates for multiple rerolls that aren't especially necessary, but you might like:

  • You may reroll all of your dice whenever you roll, until the end of your next turn....
  • Until the end of your next turn, whenever you roll dice, you may reroll the attempt....
Gild
    This spell can last several turns, so I'd increase its cost to two. Nice idea.
Golden Touch
    I like the scalability of this spell to Body Points.
Transmute
    There's potential to abuse this spell. If the Heroes buy a dagger or Potion of Dexterity, immediately cast this spell and then exit at the beginning of a Quest, you have cheese. If they do this repeatedly, it's possible to generate an unlimited number of gold coins. Any equipment and number of potions could then be purchased, which would require a lot of Quest reworking by M/Z before they are really played. I'd change the second half: "Convert any weapon, armor, item or equipment into 150 gold coins." > Convert any weapon, armor, item or equipment into 150 gold coins at the end of a Quest.
Treasure Hoard
    Maybe add to conform to NA rules: May not be cast in corridors.
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Re: The Wizard's Expanded Spellbook

Postby Count Mohawk » Thursday July 2nd, 2015 10:29am

Daedalus wrote:Amplify Magic
    This generally tight spell appears to allow for a potentially game-breaking situation with Power of Stone. If amplified, 4, 6, or 8 green Defend Dice are added, each of which defends a hit 50% of the time. The spell could be cast again with a Spell Ring for another 2 green dice. A Hero could have 6, 8, or 10 green dice on top of any other Defend Dice the Hero already possesses. It seems likely a Hero may be created right at the beginning that can usually cancel 4 or 5 hits in combat for an entire Quest. For a Wizard, the cost would be 7 of his 18 available power plus the use of his Spell Ring. Excepting very bad Hero luck combined with very good monster luck, a Power of Stone-enhanced juggernaut is likely to last most, if not all of a Quest against the usual assortment of monsters. Even a Polar Warbear should have trouble cracking this nut.

    At this point without yet having read your other spells, I don't really see the problem rooted with Amplify Magic. I'd say it would be better to restrict Power of Stone. I think a Hero shouldn't benefit from a Power of Stone spell more than once until it is broken.
Power of Stone wears off once the recipient can no longer 'see' monsters, so there's no danger of a Hero being functionally invincible for an entire Quest. However, Amplifying that spell at the beginning of an encounter with a 'named' monster removes almost all of the challenge from such bosses (although a few Chaos Sorcerers have access to the Chaos Spell 'Dispel' from the EQP). Rock Skin does exist and can be cheesed in the same way, though. Some sample calculations:
    Monster 4 White Attack vs Hero 2 White / 3 Green Defend: 0.49 damage per attack; 33% chance of dealing 1 or more damage
    Monster 5 White Attack vs Hero 4 White / 4 Green Defend: 0.33 damage per attack; 23% chance of dealing 1 or more damage
    Monster 6 White Attack vs Hero 4 White / 6 Green Defend: 0.16 damage per attack; 11% chance of dealing 1 or more damage
(Suffice to say that any Hero with 12 or more Defend dice is functionally invulnerable, except against magic or end bosses.)

Only a few monsters get to roll more than 6 Attack dice, most of which are 'named'. Although a Hero with 8+ total Defend dice can still be injured by monster attacks, the danger is exceptionally small. I will adjust all attribute-improving Spells to read or imply "Multiple [SpellName]s cast on one Hero at the same time have no additional affect." That way, the highest number of extra Defend dice a Hero can roll will be 4, which would require stacking Rock Skin, Power of Stone and Shielding Aura. And even at +4 Defend, Chaos Warriors and stronger have a good chance of harming well-enchanted Heroes, not least since setting up the whole combo requires 3 turns, and won't work if the halls are empty at the time.

Fun fact: the Spell I was most worried about breaking the game with Amplify Magic was "Recall", which would have potentially allowed an infinite loop of recasting Spells. Fortunately, the fix to that issue was quite easy. Aside from that one instance, if a spell is broken with Amplify, it's probably broken in its base form as well.

Daedalus wrote:Antidote
    Do you have a poison houserule, or are you instead covering possible Quest Notes that may use poison? Either way, this spell is a nice panacea.
I'm starting with just Quest Notes. Some of the monsters in later Quest Packs may have poison attacks, but I haven't gotten that far yet.

Daedalus wrote:Burnished Gauntlet
    It's impressive you've managed to reduce this spell to only its use/fluff text and icons. I'd actually prefer for there to be some text in the mechanics with the icons. It feels a bit sparse compared with the other descriptions. If you wanted to blend this spell in a bit more, you could add: A figure attacked by the gauntlet defends normally. It wouldn't add any necessary information, but it could provide a bit of aesthetic balance. :2cents:
I could write "The target defends normally.", which contrasts to some cards ' use of "The target cannot defend.". I may preemptively change Lava Axe as well, since that one is also icons-only atm.

Daedalus wrote:Crucible
    This title sounds alchemical and the image does relate to the name. However, I feel a different term could apply to the spell effect better. Perhaps Transference or Transpose?
"Transpose" sounds good to me. Incidentally, I took the name for both this and Burnished Gauntlet from Agin's "Golden Magic" spell set.

Daedalus wrote:Future Sight
    "Until the end of your next turn, whenever you roll dice, you may reroll all of them once...." Is a single reroll permitted, or more? "Whenever" makes me think a single reroll is possible after each instance of a roll by the caster. However, "once" and "the second roll" could possibly mean one specific reroll only. I'm inclined to go with multiple once-time rerolls--correct?
I suppose a rewording is in order here. How about: "Until the end of your next turn, whenever you roll dice, you may choose to reroll them. Each roll can only be rerolled once. You must accept the result of any rerolls, even if they are worse."

Daedalus wrote:Gild
    This spell can last several turns, so I'd increase its cost to two. Nice idea.
I see where you're coming from: On average, Gild will last 6 turns, which is longer than the average duration of Courage in the majority of rooms. However, I don't necessarily want to make this cost two unless I can reduce one of the other two-cost spells down to one. The 9 spells in each spell group are purposely divided into three 1s, three 2s, two 3s and one 4. If it really is too strong, one potential nerf would be to roll two dice to check if the spell wears off instead of one, which would lower the average length of the spell from 6 turns to about 3. The other thing I could do is leave this spell as-is but make it cost two, and change Burnished Gauntlet to be a one-cost 3-dice ranged attack. (I have also toyed with making Future Sight cost just one; while it might be too good at one cost, it also can't be used on other Heroes, limiting its effectiveness.)

Daedalus wrote:Transmute
    There's potential to abuse this spell. If the Heroes buy a dagger or Potion of Dexterity, immediately cast this spell and then exit at the beginning of a Quest, you have cheese. If they do this repeatedly, it's possible to generate an unlimited number of gold coins. Any equipment and number of potions could then be purchased, which would require a lot of Quest reworking by M/Z before they are really played. I'd change the second half: "Convert any weapon, armor, item or equipment into 150 gold coins." > Convert any weapon, armor, item or equipment into 150 gold coins at the end of a Quest.
That is a disgusting exploit. At our house, we generally play that once the Heroes begin a Quest, they must attempt to finish it in one try and may only leave once the objective has been accomplished (or all four Heroes have died). Small exceptions may be made at M/Z's discretion, such as if one Hero was going to buy some Chain Mail and only just remembered right as he was about to take his first turn.

For slightly more munchkinly Heroes, I propose the following nerf:
    Transmute
    [Cast icon]: Convert any potion into a Potion of Healing. Discard that potion if it hasn't been used by the end of the Quest. (Having to include this clause feels wrong from a flavor standpoint...)
    OR
    Convert any weapon, armor, item or equipment into an amount of gold coins equal to that item's normal purchase price.
While this may be slightly stronger overall depending on playstyle, it can only be abused for infinite funds if the Heroes have some way of generating additional weaponry or items through another ability. On the flip side, excess equipment found in Quests is now that much more valuable. I considered "...equal to 75% or 80% of that item's normal purchase price" but don't want to bog down players less skilled at mental math than I. I also considered limiting the maximum gold from any transmutation to 300 coins, but doubt this is necessary if the Heroes aren't finding large quantities of Chain or Plate Mail they don't know what to do with.

Incidentally, the standard Potion of Healing (4 Body) costs 300 gold coins in my Alchemist's Shop. Thus, once the Heroes have bought everything they want from the Armory, Transmuting things into gold is actually an inferior option compared to outright generating more valuable "P+4"s.

Daedalus wrote:Treasure Hoard
    Maybe add to conform to NA rules: May not be cast in corridors.

Point.


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