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D&D Magic User Heroes

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

Re: D&D Magic User Heroes

Postby j_dean80 » Saturday August 5th, 2017 9:03am

If this helps your planning at all...

For me...the spellcaster has to find the matching Spell Book to read and learn a new Spell group. An Artifact the EWP can throw into a Quest when he/she feels the time is right. Also, may find a page to Loretome to gain wisdom to gain a whole extra Spell group (i.e. Wizard going from 3 Spell groups to 4)(Elf can have 1 element Spell group plus 3 Spells from the Elf Spells or have 6 Elf Spells)
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Re: D&D Magic User Heroes

Postby Gold Bearer » Saturday August 5th, 2017 9:15am

Again, that's moving away from intention of replicating an existing system and incorporating it into HQ. In D&D it's more about which school do you want to not be available, or just take a magic user that can use all of them but not have quite as many.

Of course you could just forget about the D&D rules and give them the twelve spells from their school and add any rules you like for learning other schools. You'd need the memorising rules though (the fact that lower level spells are easier to memorise) because the schools aren't balanced. I'm using the existing HQ spells and they really need to be put into the schools that makes the most sense while having the same amount for each one so balance doesn't even come into it until lower level spells have an advantage as a whole. It's amazing that they fit as well as they do into those schools, even better than the necromancer groups I think.
: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 mitchiemasha » Saturday August 5th, 2017 12:01pm

j_dean80 wrote:If this helps your planning at all...

For me...the spellcaster has to find the matching Spell Book to read and learn a new Spell group. An Artifact the EWP can throw into a Quest when he/she feels the time is right. Also, may find a page to Loretome to gain wisdom to gain a whole extra Spell group (i.e. Wizard going from 3 Spell groups to 4)(Elf can have 1 element Spell group plus 3 Spells from the Elf Spells or have 6 Elf Spells)


I like the idea of finding books as artifacts. Lost pages to learn new wisdom. Another great use for the sorcerers table or the book shelf...


Rewards:
Destroyed a Zombie!
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Re: D&D Magic User Heroes

Postby j_dean80 » Saturday August 5th, 2017 12:51pm

mitchiemasha wrote:
j_dean80 wrote:If this helps your planning at all...

For me...the spellcaster has to find the matching Spell Book to read and learn a new Spell group. An Artifact the EWP can throw into a Quest when he/she feels the time is right. Also, may find a page to Loretome to gain wisdom to gain a whole extra Spell group (i.e. Wizard going from 3 Spell groups to 4)(Elf can have 1 element Spell group plus 3 Spells from the Elf Spells or have 6 Elf Spells)


I like the idea of finding books as artifacts. Lost pages to learn new wisdom. Another great use for the sorcerers table or the book shelf...


Spell Books can also be found searching through the books in a bookcase.
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Re: D&D Magic User Heroes

Postby Gold Bearer » Monday August 7th, 2017 5:49am

I added an alternate conjuration spell back if you don't want to use a picture of Morcar or want to use it for something like EWP cards and wrote up the memorising rules as well as adding scribing. This is what I went for:


Specilists 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.

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.


That's as simple as I can make it without ditching any D&D mechanics. There's a lot there considering it includes spell groups, levels, memory, spell books and even having less spells with less intelligence. If you wanted to use a really simple but still use the cool spell sets then you could just do it as they get the spells from their school and that's that. The problem then is that they're not at all balanced, conjurers are easily the most powerful and diviners are the weakest. This is their score if you give them one point for each level1 spell, two points for each level 2 spell, etc.

Diviners: 25
Nekromancers: 27
Illusionists: 30
Evokers: 31
Abjurers: 32
Enchanters: 38
Conjurers: 41

There's a big jump between level 5 and level 6 spells and conjurers have four level 6s so they're actually better than that score suggest. You could use unique rules for each to balance them though. Diviners for example could get a certain number of rerolls per quest, however many you think makes them balanced. The summoning spells might be a bit too powerful so something like rolling a dice for each summoned monster at the start of your turn and them dying on a skull and falling under EWP control on a black shield could be good.

mitchiemasha wrote:
j_dean80 wrote:I like the idea of finding books as artifacts. Lost pages to learn new wisdom. Another great use for the sorcerers table or the book shelf...
I normally just use spell books as a collection of scrolls that can't be separated. Magic-User spell books are different, they're the spells they know and can memorise.
: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 » Tuesday August 8th, 2017 5:10am

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 your own BP 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 at any time during the Hero phase as long as you still have your attacking action.
Master: You can cast a spell 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 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, for Brown Sorcerers the EWP chooses when they're revealed, M6 A2 D3 BP2 MP4.
Champion: BP3 MP5
Master: BP4 MP6
Lord: BP5 MP7
: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
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Crossbowman
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Posts: 1595
Joined: Monday June 4th, 2012 4:21pm
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
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