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D&D Magic User Heroes

Discuss the creation of new Heroes and share Heroes you've created.

D&D Magic User Heroes

Postby Gold Bearer » Tuesday August 1st, 2017 5:10am

I haven't made any new content for a while and after seeing a newer magic user rule set from D&D than the one in my old computer game I thought I'd use the mancer spell sets to recreate it in HQ. I took out Wall Of Flame and Wall Of Ice because they're the same as Wall Of Stone and replaced them with Ice Bridge and Treasure Without Doom and it makes the spells fit better into the categories as well. In D&D you can have a standard mage that has access to all the spells or a specialist one that gets to have more spells with the extra ones coming from their own set but there's an opposite set that they can't take spells from, that's how it works here.


Simplified Rules

Choose a Magician type and start each Adventure with that spell set and can cast each spell once in the normal way. Rules and stats are the same as the Wizard except they can't use magic weapons or armour other than those that are specifically for Magicians (such as Bracers and Cloaks Of Protection) or that are items that they can normally use (such as Staffs). I gave them different names using colours so you can give the players the option of using either or both versions.

Mystic/Brown Wizard: Choose a spell set before the start of each Adventure using the rules of that Magician type, moves with lowest two of three dice.
Abjurer/White Wizard: Can transfer any amount of your own MP to BP or BP to MP during your turn without using an action.
Conjurer/Green Wizard: Roll a combat dice at the start of the next Hero phase for each summoned Monster, skull = remove from play, white shield = becomes your Follower, black shield = now under EWP control.
Diviner/Yellow Wizard: Five rerolls per Adventure but can't reroll the same dice more than once.
Enchanter/Red Wizard: All of your attacks are magical attacks.
Evoker/Blue Wizard: Can attack with fire, ice and lightning based attacks and immune to fire, ice and lightning based attacks.
Illusionist/Orange Wizard: Defends on black as well as white shields.
Nekromancer/Purple Wizard: Summoned/resurrected/etc monsters are treated as your Followers until the end of the Adventure or until they die.
Transmuter/Black Wizard: Can use your attacking action to change any Potion in your possession into a different random Potion, each Potion can only be changed once.

Opposition Schools
You can't use Scrolls of your opposition School, Mystics/Brown Wizards can use Scrolls from any School.
Abjuration/White - Transmutation/Black
Conjuration/Green - Divination/Yellow
Enchantment/Red - Evocation/Blue
Illusion/Orange - Nekromancy/Purple

Veteran: You can cast a spell (two spells the Wand Of Recall/Magic) at any time during the Hero phase as long as you still have your attacking action and the permission of the player if you're interrupting their turn.
Master: You can cast a spell (two spells the Wand Of Recall/Magic) during the EWP phase but not during a Monster's turn, if you used your attacking action on your previous turn then you lose your attacking action on your next turn.
Legend: You can cast one spell (two spells the Wand Of Recall/Magic) during each EWP phase but not during a Monster's turn and you don't lose an action.

Colour Mage: Same thing with elves, BP3/MP7 and move with the highest two of three dice or with two dice for Brown Mages.
Colour Sorcerer: Same thing with Monsters but without the special rules and with some replacement spells, for Brown Sorcerers the EWP chooses when they're revealed, M6 A2 D3 BP2 MP4, three random spells.
Champion: BP3 MP5, five random spells.
Master: BP4 MP6, seven random spells.
Lord: BP5 MP7, all nine spells.
Clairvoyance, Treasure Horde and Treasure Without Doom replaced by Call Orcs, Orc Berserker and Sharpen Blades.
Disappear replaced by Escape.
Ice Bridge replaced by Call Goblins.
Call Orcs and Call Goblins are Summon Orcs and Summon Goblins from the Wizards Of Morcar orc shaman set, renamed to Call to make them different from the US version and because of how they work.


Magic-Users

Magic-User is a term for Magicians that have access to a wide pool of spells (hence the generic term) and don't take as long as other Magicians to recharge them. Other than their spell rules they have the same rules and stats as the Wizard except they move with the lowest two of three dice and can't use magic weapons or armour other than those that are specifically for Magicians (such as Bracers and Cloaks Of Protection) or that are items that they can normally use (such as Staffs). They need to absorb their spells into their minds in a process called Memorisation before they can be cast, which is done prior to an adventure and can also be done during adventures but the energy tends to attract unwanted visitors. They can only Memorise spells that are written in their Spell Book which can be added to by Scribing spells from Scrolls. Most Magic-Users specialise in a specific School of magic but still have access to most of the other Schools, while others (Mystics) have access to all Schools but can't hold quite as many spells in their Memory at a time.

Magic-User spells are split into eight Schools, each with an opposing School. Specialists of one School can't cast spells from their opposing School (not even from Scrolls), however they can Memorise two extra Level 1 spells and one extra Level 2 spell but they can only hold a maximum of twelve spells from other Schools in their Memory at a time.

Abjuration: Spells of protection, blocking, and banishing. Specialists are called Abjurers.
Dispell, Heal Body, Ice Wall, Mirror Magic, Remove Spell, Restore Chaos, Shield Of Protection, Soothe, Water Of Healing.

Conjuration: Spells that bring creatures or materials. Specialists are called Conjurers.
Arrows Of The Night, Ball Of Flame, Chains Of Darkness, Cloud Of Chaos, Fire Of Wrath, Genie, Strands Of Binding, Summon Orcs, Summon Wolves.

Divination: Spells that reveal information. Specialists are called Diviners.
Clairvoyance, Flashback, Future Sight, Skate, Slow, Time Stop, Transport, Treasure Hoard, Treasure Without Doom.

Enchantment: Spells that magically imbue the target or give the caster power over the target. Specialists are called Enchanters.
Command, Courage, Deep Sleep, Dominate, Mind Blast, Mind Freeze, Mind Lock, Mind Numb, Sleep.

Evocation: Spells that manipulate energy or create something from nothing. Specialists are called Evokers.
Blinding Sleet, Firestorm, Hurricane, Ice Storm, Lightning Blast, Lightning Bolt, Swift Wind, Thieving Wind, Tempest.

Illusion: Spells that alter perception or create false images. Specialists are called Illusionists.
Cloak Of Shadows, Double Image, Disappear, Fear, Hypnotic Blaze, Invisibility, Madness, Terror, Vail Of Mist.

Necromancy: Spells that manipulate life or life force. Specialists are called Nekromancers.
Call Skeletons, Chill, Death Bolt, Raise The Dead, Reanimation, Skull Of Doom, Spirit Of Vengeance, Summon Mummy, Summon Undead.

Transmutation: Spells that transform the target. Specialists are called Transmuters.
Decay, Earthquake, Pass Through Rock, Rock Skin, Rust, Twist Wood, Warewolf's Curse, Wall Of Stone, Ice Bridge.

Necromancer's Fear renamed to Terror, Storm Master's Lightning Bolt renamed to Lightning Blast, High Mage's Dispel, Escape and Rust renamed to Remove Spell, Transport and Decay and Mage Of The Mirror's Mind Blast renamed to Mind Numb. Rust, Fear, Summon Orcs, Dispell and Lightning Bolt are from the chaos deck, Mind Blast is a Chaos Sorcerer token from Against the Ogre Hoard along with Mind Lock and Dominate. If you're using my Talisman spells there's already a Lightning Bolt and Invisibility so you could rename the existing ones to Lightning Strike and Vanish.

Roll a combat dice at the start of the next Hero phase for each summoned Monster, skull = remove from play, white shield = becomes your Follower, black shield = now under EWP control.

Opposition Schools
Abjuration and Transmutation
Conjuration and Divination
Enchantment and Evocation
Illusion and Necromancy

The number of spells Mystics can hold in their Memory of each Level is (counting up): 3, 2, 2, 2, 2, 1. So for Specialists it's: 5, 3, 2, 2, 2, 1. Specialists start with all the spells of their School in their Spell Book and choose six other Level 1 spells, five other level 2 spells, four other Level 3 spells, etc. Mystics choose eight Level 1 spells, seven Level 2 spells, six Level 3 spells, etc. Magic-Users can't hold more than two healing spells in their Memory at a time or hold spells that are a higher Level than their current MP, if their MP is reduced then any spells in their Memory of a higher Level than their current MP are forgotten. Keep the spells in your Spell Book and Memory hidden from the EWP.

Level 1 Spells
Blinding Sleet, Clairvoyance, Hurricane, Ice Bridge, Invisibility, Remove Spell, Shield Of Protection, Skull Of Doom, Swift Wind, Treasure Hoard, Treasure Without Doom, Vail Of Mist.

Level 2 Spells
Arrows Of The Night, Chill, Courage, Fear, Ice Wall, Lightning Blast, Raise The Dead, Pass Through Rock, Rock Skin, Skate, Sleep, Warewolf's Curse.

Level 3 Spells
Call Skeletons, Death Bolt, Dispell, Dominate, Earthquake, Fire Of Wrath, Reanimation, Summon Mummy, Terror, Thieving Wind, Transport, Wall Of Stone.

Level 4 Spells
Ball Of Flame, Chains Of Darkness, Deep Sleep, Disappear, Double Image, Flashback, Hypnotic Blaze, Slow, Soothe, Spirit Of Vengeance, Timestop, Twist Wood.

Level 5 Spells
Cloak Of Shadows, Command, Future Sight, Genie, Heal Body, Mind Blast, Mind Lock, Mirror Magic, Rust, Summon Undead, Tempest, Water Of Healing.

Level 6 Spells
Cloud Of Chaos, Decay, Firestorm, Ice Storm, Lightning Bolt, Madness, Mind Freeze, Mind Numb, Restore Chaos, Strands Of Binding, Summon Orcs, Summon Wolves.

To Memorise spells the Magic-User needs to be in a room with no Monsters. You can Memorise any amount of spells of a single Level in one turn but you can doing nothing else during a turn that you Memorise spells. For Level 1-5 spells roll one dice to Memorise one spell, two dice to Memorise two or three spells, three dice to Memorise four-six spells and four dice to Memorise more than six spells. You can discard spells before doing this to make room for new ones. All the dice need to be higher than the spell Level, if any are equal to or lower than the spell Level a Wandering Monster is triggered before the spells are Memorised. To Memorise a Level 6 spell you need to score eleven or twelve on two dice, roll separately for each spell.

Magic-Users can only Memorise spells that are in their Spell Book but are able to Learn new Magic-User spells by Scribing them from Scrolls. Scribing is done in the same way as Memorising and you can Memorise and Scribe spells of the same Level during the same turn but you can't Scribe and Memorise the same spell during the same turn. Scribed Scrolls are discarded.

Mystics
Novice: 3, 2, 2, 2, 2, 1.
Veteran: 4, 3, 3, 2, 2, 1. Choose one new spell of each Level to Learn.
Master: 5, 4, 3, 3, 2, 1. Choose one new spell of each Level to Learn.
Legend: 5, 4, 4, 3, 3, 2. Choose one new spell of each Level to Learn.

Specialists
Novice: 5, 3, 2, 2, 2, 1. Maximum of twelve spells from other Schools.
Veteran: 6, 4, 3, 2, 2, 1. Maximum of fifteen spells from other Schools. Choose one new spell of each Level to Learn.
Master: 7, 5, 3, 3, 2, 1. Maximum of eighteen spells from other Schools. Choose one new spell of each Level to Learn.
Legend: 7, 5, 4, 3, 3, 2. Maximum of twenty-one spells from other Schools. Choose one new spell of each Level to Learn.
Last edited by Gold Bearer on Wednesday August 9th, 2017 5:27am, edited 13 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Wanna learn martial arts? https://www.youtube.com/channel/UCHf7lqNU1J2cCmm4BtZC1XA
Tutorials coming soon.

Why drugs are illegal: https://www.youtube.com/watch?v=WH1B2HaInDg
Why they shouldn't be: https://www.youtube.com/watch?v=WpOADDXIZpo&t=1s
DMT The Spirit Molecule: https://www.youtube.com/watch?v=LtT6Xkk-kzk


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Gold Bearer

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Re: D&D Magic User Heroes

Postby cynthialee » Tuesday August 1st, 2017 4:17pm

Wow that is a wall of text on a great idea.
Make the cards and develop a rules description that fits on the back of the Hero card.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


Rewards:
Created a Hot Topic.
cynthialee

Crossbowman
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Re: D&D Magic User Heroes

Postby Gold Bearer » Wednesday August 2nd, 2017 5:23am

Yea it's a WIP and there's different options in there so it's a bit messy at the moment but it should be clearer now that it's split into three sections. The top part is explaining the idea, the middle part is the spell schools and spells of each level, the bottom part is the actual rules.

I've swapped some of the spells round, they actually work even better in these groups than I thought. Illusion now includes Fear, Terror and Madness, I can easily imagine those effects being caused by illusion.

There's no cards to make, these are all official spells. :) I've just renamed some because the two different versions use some spells with the same names.

Edit:
Oh unless you mean the hero cards. I'll maybe do that when everything else is done, otherwise I'll only have to do it every time I change something.

In D&D you have to learn spells by scribing them from scrolls as well before you can memorise them. I might do it that way but it would mean there would have to be scrolls in the quest book for every spell and it would be entirely up to the EWP what new spells they can learn, unless they use random scrolls.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Wanna learn martial arts? https://www.youtube.com/channel/UCHf7lqNU1J2cCmm4BtZC1XA
Tutorials coming soon.

Why drugs are illegal: https://www.youtube.com/watch?v=WH1B2HaInDg
Why they shouldn't be: https://www.youtube.com/watch?v=WpOADDXIZpo&t=1s
DMT The Spirit Molecule: https://www.youtube.com/watch?v=LtT6Xkk-kzk


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: D&D Magic User Heroes

Postby Gold Bearer » Thursday August 3rd, 2017 1:18pm

I've tidied it up, it's a lot more readable now.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Wanna learn martial arts? https://www.youtube.com/channel/UCHf7lqNU1J2cCmm4BtZC1XA
Tutorials coming soon.

Why drugs are illegal: https://www.youtube.com/watch?v=WH1B2HaInDg
Why they shouldn't be: https://www.youtube.com/watch?v=WpOADDXIZpo&t=1s
DMT The Spirit Molecule: https://www.youtube.com/watch?v=LtT6Xkk-kzk


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: D&D Magic User Heroes

Postby cynthialee » Thursday August 3rd, 2017 3:17pm

It is indeed better but I actually did mean that the cards should be made. Granted these spells are already in play but I would have to go rifling through my decks to find the right set of spells and issue them accordingly.
Necromancers should have a Necromancy Deck, Illusionists should have an Illusions deck and so forth....
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


Rewards:
Created a Hot Topic.
cynthialee

Crossbowman
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Posts: 1685
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Joined: Tuesday September 27th, 2011 10:56am
Location: the forests of Washington State
Forum Language: English (United States)
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Re: D&D Magic User Heroes

Postby Gold Bearer » Friday August 4th, 2017 5:04am

Ah the spell backs. There's already an illusionary one here at the inn so I'd have to find seven others that are a similar art style and match the schools. I'll sort the rules out first, I just need to decide the best way of handling memorising. I suppose some of the spells could do with a rewrite as well so the wording works for heroes, some of the US spells aren't clear anyway.

I've tidied it up some more and switched round a few spells to more appropriate levels.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Wanna learn martial arts? https://www.youtube.com/channel/UCHf7lqNU1J2cCmm4BtZC1XA
Tutorials coming soon.

Why drugs are illegal: https://www.youtube.com/watch?v=WH1B2HaInDg
Why they shouldn't be: https://www.youtube.com/watch?v=WpOADDXIZpo&t=1s
DMT The Spirit Molecule: https://www.youtube.com/watch?v=LtT6Xkk-kzk


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
User avatar
Gold Bearer

Crossbowman
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Posts: 1595
Joined: Monday June 4th, 2012 4:21pm
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Re: D&D Magic User Heroes

Postby Gold Bearer » Friday August 4th, 2017 11:44am

Here you go, card backs. Thanks to Ethica for divination, illusion, necromancy, transmutation, and the alternate conjuration, Dock for abjuration, enchantment and evocation and Sjeng for conjuration.
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Last edited by Gold Bearer on Monday August 7th, 2017 5:43am, edited 1 time in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Wanna learn martial arts? https://www.youtube.com/channel/UCHf7lqNU1J2cCmm4BtZC1XA
Tutorials coming soon.

Why drugs are illegal: https://www.youtube.com/watch?v=WH1B2HaInDg
Why they shouldn't be: https://www.youtube.com/watch?v=WpOADDXIZpo&t=1s
DMT The Spirit Molecule: https://www.youtube.com/watch?v=LtT6Xkk-kzk


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
User avatar
Gold Bearer

Crossbowman
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Posts: 1595
Joined: Monday June 4th, 2012 4:21pm
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Re: D&D Magic User Heroes

Postby Gold Bearer » Friday August 4th, 2017 11:48am

Necro and Nekro if you want to distinguish between the two types. K-mancers. 8-)
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Last edited by Gold Bearer on Saturday August 5th, 2017 8:34am, edited 2 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Wanna learn martial arts? https://www.youtube.com/channel/UCHf7lqNU1J2cCmm4BtZC1XA
Tutorials coming soon.

Why drugs are illegal: https://www.youtube.com/watch?v=WH1B2HaInDg
Why they shouldn't be: https://www.youtube.com/watch?v=WpOADDXIZpo&t=1s
DMT The Spirit Molecule: https://www.youtube.com/watch?v=LtT6Xkk-kzk


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
User avatar
Gold Bearer

Crossbowman
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Posts: 1595
Joined: Monday June 4th, 2012 4:21pm
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
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Re: D&D Magic User Heroes

Postby cynthialee » Friday August 4th, 2017 12:16pm

The character card on the back can hold all the special information...
Illusionist
You start play with the Illusions Deck.
After you have completed 10 quests you may choose an additional spell deck from another school of magic. You may never take the Necromancy Deck, nor may you cast spells from scrolls that are Necromantic.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


Rewards:
Created a Hot Topic.
cynthialee

Crossbowman
Crossbowman
 
Posts: 1685
Images: 4
Joined: Tuesday September 27th, 2011 10:56am
Location: the forests of Washington State
Forum Language: English (United States)
Evil Sorcerer: Zargon
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Re: D&D Magic User Heroes

Postby Gold Bearer » Saturday August 5th, 2017 8:48am

Fixed the cards. It's good that they've got their own backs because it means the EWP can get an idea of what spells the M-U has without actually knowing.

cynthialee wrote:The character card on the back can hold all the special information...
Illusionist
You start play with the Illusions Deck.
After you have completed 10 quests you may choose an additional spell deck from another school of magic. You may never take the Necromancy Deck, nor may you cast spells from scrolls that are Necromantic.
I'm trying to replicate the D&D rules and you don't have to wait to learn spells from other schools. Besides there aren't nearly enough spells for that, you need to pick a certain amount of twelve in level and there's eight different schools. If I were making up my own rules I'd do it so it's easier to memorise spells from your own school but again that's not how it works. I'll use the D&D system and then people can modify it how they like. Besides, they only get two extra level 1 spells and one extra level two spells for being a specialist. I might reduce the number of spells they can hold in their memory because it's a bit high at the moment. Trouble is that's the only way to get the decrease in spells at higher levels, otherwise they'd be the same amount of lots of levels, something like 3,2,2,2,2,1.

I'm thinking for memeorising the best way would be to roll for the lowest level first and then go up the levels until the rest is either interrupted or they've learned all the spells they want. Roll one dice for one spell, two dice for two or three spells, three for four-six spells and four dice for more and if any of the dice are equal to or lower than that spell level it triggers a wondering monster before those spells are learned. To memorise a level six spell you have to roll eleven or twelve on dice, half the chance of memorising a level five spell.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Wanna learn martial arts? https://www.youtube.com/channel/UCHf7lqNU1J2cCmm4BtZC1XA
Tutorials coming soon.

Why drugs are illegal: https://www.youtube.com/watch?v=WH1B2HaInDg
Why they shouldn't be: https://www.youtube.com/watch?v=WpOADDXIZpo&t=1s
DMT The Spirit Molecule: https://www.youtube.com/watch?v=LtT6Xkk-kzk


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
User avatar
Gold Bearer

Crossbowman
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Posts: 1595
Joined: Monday June 4th, 2012 4:21pm
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
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