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Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spells)

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Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spells)

Postby lestodante » Friday October 25th, 2019 12:31pm

(as previously posted on this topic, but I decided to create a new topic)
I am working on some new artifact cards allowing the Wizard to increase his skills, like the Wand of Galimateus. Obviously he can't use all of them at the same time or he will become too much powerful.
For example he can chose to carry with him another special staff related to an element in particular that will give him a 4th set of spells (new) and/or alternate skills.
"Running the Gauntlet" quest from "The Screaming Spectre" book was featuring the Wand of Galimateus. Taking inspiration from this artifact I did the Elemental Staff wich allows the Wizard to own all the 4 sets of spells at once.
Other staffs are each related to one of the four elements and he can carry only one of them per quest. They are:

FIRE - Phoenix Staff
EARTH - Stone Staff
AIR - Wind Staff
WATER - Sea Staff (or Siren's Staff)
ALL 4 - Elemenatl Staff (or Wand of Galimateus if you prefer)

The first 4 also let the wizard access to 3 new spells related to the same element, wich I call "II LEVEL SPELLS".
For example a basic Wizard bearing the Sea Staff MUST carry the Water Spells and can chose the other 2 sets (for example Darkness and Fire) while the 4th set will be again WATER but II LEVEL. So he owns now 16 spells in total: WATER, WATER (II Level), Darkness and Fire.
The Wand of Galimateus (my version) gives the Wizards more power (4 sets of spells) but he is forced to carry the 4 classic sets, Earth, Fire, Water, Wind and no extra skills.
Also planning to do different artifacts that will assign him other spells (a Darkness Ring for example) so he can combine some together with his favourite Staff.
And here are the cards I did till now (also please check the text and tell me if I misspelled something in the text), all the drawings are made by Luis Octavio NB and reworked by me:

ImageImageImageImageImage


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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby Drew » Friday October 25th, 2019 1:57pm

I believe that Earth Staff is way more OP than the rest, so unless the level 2 Earth Spells are weaker than the rest level 2 spells, i would suggest a nerf on that one to be more balanced.
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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby lestodante » Saturday October 26th, 2019 10:42am

Yes Drew, they are balanced with the extra spells they come with.
Apparently the SEA STAFF could seem weaker also, but one of the new water spells allows the Wizard to recover one previously used spell.
Also from the new FIRE set there is Phoenix Ashes that allows resurrection if the wizard die (but with some restrictions).
For the Stone Staff, I want it just to allow the Wizard to not be trapped while using PAss Through Rock or by a falling rock trap; I will probably modify the text. I see Earth like a protective group.


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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby Tott » Tuesday October 29th, 2019 11:58am

wow, i like these, especially the illustrations. Id have to agree that the stone staff seems a bit too over powered. If you just want it to remove the risk from pass through rock you could simply write 'If you would be trapped in rock after using the pass through rock spell, return to your starting point instead' or something like that.
im have to admit that personally im not a fan of anything that allows you to permanently ignore a certain type of trap as well.
When can we see these level 2 spells?
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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby lestodante » Wednesday October 30th, 2019 2:40pm

Yes, I am changing the description of the Stone Staff with "it prevents you to be trapped when you use Pass Through Rock or by a falling rock trap."

And here are some LEVEL 2 SPELLS (still WIP)

FIRE:
1. Phoenix Ash - Use this spell if you die. For the next 5 turns roll a die and if you roll a 6 you will resurrect beetween flames with your full stats.
2. Fire Control - In presence of any fire source (fireplace, brazier or forge) you can invoque flames that will attack all the enemies with 2 combat dice.
3. Flaming Circle - A circle of fire will surround you attacking all the adiacent enemies with 3 combat dice. if you have other heroes adiacent to you the circle will extend to them as well.

EARTH;
1. Friendly Stone - Use this spell to magically open a passage through walls or rocks, up to 5 tiles long, to access dark areas on the map, or use it to immediately open a stone door.
2. Petrify: Turns an enemy into a stone statue. The target can try to defend by rolling equal to or under his BP on one dice. If the roll fails, replace the miniature with a rock tile. Useless against Gargoyles.
3. stone fists (WIP... it's a spell to attack)

WATER
1. Body of Water - Use anytime to protect someone against a succesful attack; his body will turn into water for enough seconds to grant him no wounds.
2. Sirens Chant - Invoking the Sirens chant against a monster that has up to 4 mind points; the monster can try to resist by rolling a number equal or up to his mind points on a die. If fails, he will run mad and start to attack other monsters until he will be the only one left.
3. Spell Recovery - Spend 1 mind point to recover one of your spells that you previously used during the current quest.

WIND:
1. Hurricane - Surrounded by a magic hurricane you can't be attacked but can run over monsters overwhelming them. Each victim you walk over will defend against 2 combat dice. You can run it one more turn by spending 1 mind point.
2. Vortex - Use this when the evil wizard player casts a spell against the heroes. Rolling a skull on 1 combat die will result in the vortex sucking that spell; take its card and cast that spell when you wish, even on a future quest, by using 1 MP.
3. Wings - they makes you fly to reach areas that you can't reach normally. For each turn you use the wing you lost 1 MP (WIP)


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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby RidingJapan » Monday December 9th, 2019 11:21am

please post the updated card when u are done
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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby lestodante » Monday December 9th, 2019 12:19pm

I was thinking no one was interested about this project


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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby RidingJapan » Wednesday December 11th, 2019 7:42am

honestly speaking, my son is 5 years old now. i bought hero quest and 4 expansions about 2 years ago xD
i haven t really played with him yet. i am still collecting everything interesting i can find.

i still haven t figured out how to print the cards either.

but this seems very interesting.
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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby ajjohnsen » Wednesday December 11th, 2019 3:14pm

These ideas are awesome! Honestly it's really fun to see how many changes this community can make to this game. I am definitely going to use this for my own collection of HQ!

Riding Japan as far as printing them, my wife is a teacher and has a home laminator device from target/BJs or the like, and my idea is to print what you like, double sided of course, on a high quality photo paper and then use the home laminator to protect/strengthen the card. Then I'd use a paper slicer to trim any excess and finally just sleeve like a normal card. I am going to try this as soon as I get home tonight
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Re: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spe

Postby runnar » Saturday January 11th, 2020 9:44pm

lestodante wrote:Yes, I am changing the description of the Stone Staff with "it prevents you to be trapped when you use Pass Through Rock or by a falling rock trap."

And here are some LEVEL 2 SPELLS (still WIP)

FIRE:
1. Phoenix Ash - Use this spell if you die. For the next 5 turns roll a die and if you roll a 6 you will resurrect beetween flames with your full stats.
2. Fire Control - In presence of any fire source (fireplace, brazier or forge) you can invoque flames that will attack all the enemies with 2 combat dice.
3. Flaming Circle - A circle of fire will surround you attacking all the adiacent enemies with 3 combat dice. if you have other heroes adiacent to you the circle will extend to them as well.

EARTH;
1. Friendly Stone - Use this spell to magically open a passage through walls or rocks, up to 5 tiles long, to access dark areas on the map, or use it to immediately open a stone door.
2. Petrify: Turns an enemy into a stone statue. The target can try to defend by rolling equal to or under his BP on one dice. If the roll fails, replace the miniature with a rock tile. Useless against Gargoyles.
3. stone fists (WIP... it's a spell to attack)

WATER
1. Body of Water - Use anytime to protect someone against a succesful attack; his body will turn into water for enough seconds to grant him no wounds.
2. Sirens Chant - Invoking the Sirens chant against a monster that has up to 4 mind points; the monster can try to resist by rolling a number equal or up to his mind points on a die. If fails, he will run mad and start to attack other monsters until he will be the only one left.
3. Spell Recovery - Spend 1 mind point to recover one of your spells that you previously used during the current quest.

WIND:
1. Hurricane - Surrounded by a magic hurricane you can't be attacked but can run over monsters overwhelming them. Each victim you walk over will defend against 2 combat dice. You can run it one more turn by spending 1 mind point.
2. Vortex - Use this when the evil wizard player casts a spell against the heroes. Rolling a skull on 1 combat die will result in the vortex sucking that spell; take its card and cast that spell when you wish, even on a future quest, by using 1 MP.
3. Wings - they makes you fly to reach areas that you can't reach normally. For each turn you use the wing you lost 1 MP (WIP)


Really cool idea. I'm waiting for these new spell cards!
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