HQ+ Spells

Discuss new Rules for HeroQuest.

HQ+ Spells

Postby Gold Bearer » Wednesday June 25th, 2014 11:43am

These are using the Talisman third edition spells with new rules. They're designed to be the Heroes' equivalent of the chaos spells and conveniently, there's exactly the same number of them. A Magician is any character who has a magic level. It's normally one level for every three spells that they can use. The Elf starts as a level one Magician and the Wizard has a magic level of three. The wizards of Morcar are level two. Some magicians have a magic aura that raises their standard defence dice. A roll off just means the target and the caster roll a standard dice. Adjacent it includes diagonally, directly adjacent doesn't.


TALISMAN SPELLS

Acquisition: Allows the caster to immediately cast a named spell belonging to a target in sight or in the same room or corridor but if the target doesn't have the spell then this spell is wasted. The target keeps the spell.

Alchemy: The caster gains 100GP if standing directly adjacent to the front side of an Alchemists Bench. Each character can only cast a specific Alchemy spell once on each bench. This spell can also be used in the same way as a Potion Of Alchemy.

Barrier: Place the lightning template between six squares so that it overlaps twelve squares and at least one square that it covers is in the casters line of sight. It can go through walls and can be placed so that some of it is off of the board. The barrier blocks line of sight and movement. The barrier has 1BP, rolls four combat dice in defence defending on with white shields and can only be damaged my magic (including magic weapons and missiles). The barrier is removed when the caster either dies or chooses to end the spell, which can be done at any time and doesn't require an action.

Brainwave: Doubles the current MP of the caster or a target in sight. The target loses 1MP at the start of each of their turns until it's no longer above their maximum.

Counterspell: Can be cast out of turn and without using an action as soon as the target/s of an enemy spell are nominated if the enemy caster is in the same room or corridor as the Counterspell caster, countering the spell if the Counterspell caster can at least equal the enemy caster in a roll off, adding their magic levels. If the enemy caster doesn't have a magic level then the spell is automatically countered. This spell can also be used in the casters own turn to counter a spell that remains in play except for a Wall Of Fire/Ice/Stone using the same rules as above except that the spell is automatically countered if the caster has died and it requires an action to cast, just as an ordinary spell.

Curse: Curses all enemies in the same room or corridor as the caster, forcing them to reroll successful combat dice until the end of the casters next turn.

Destroy Magic: Choose a spell of any enemy in sight to destroy but if the target doesn't have the spell then this spell is wasted.

Destruction: Cast on an object in sight with varying effects depending on the object targeted. It can automatically destroy a Barrier or Wall of Fire/Ice/Stone. It can destroy an item of furniture revealing any treasure the furniture contained which can then be picked up by moving on or though any square that it occupied. It can destroy a door, in which case the door can't then be closed again. It can destroy a piece of wall to create an opening using a secret door tile and if it leads to an empty room then it creates an alcove in that tiled space.

Displacement: Makes any two targets in sight (including the caster) swap places. If either the target occupy a different number of squares then there has to be enough empty squares for each to occupy at least one square that the other one did after they've swapped places.

Divination: Allows a target in sight (including the caster) to reroll one (or part of one) of their own dice rolls before the end of their next turn. The target chooses which dice and how many to reroll if they roll more than one dice at the same time.

Finger Of Death: Cast on a directly adjacent target and roll one combat dice and one standard dice. The target loses D3(1-2=1, 3-4=2, 5-6=3) BP on a skull, D2(1-3=1, 4-6=2) BP on a white shield and D6 BP on a black shield. If you roll a black skull and a one the target is killed. This spell doesn't work on Undead.

Fireball: Targets a square in sight of the caster and all other squares within three squares of it (diagonally counts as 1.5 squares). All targets roll two standard dice, or three dice if they're vulnerable to fire, and suffer one BP of damage for each dice that doesn't score or a five or a six.

Healing: Heals both 3BP and 3MP of the caster or either 3BP or 3MP of any target in sight.

Immobility: Cast on a target in sight, causing them to miss a turn and they can't even defend until the beginning of their next turn but are freed if they're attacked. Magic Aura still works when immobile.

Invisibility: Allows a target in sight to become invisible and unable to be directly targeted until they fail to roll under their current MP and the end of their turn. The spell is automatically ended if the target makes a physical attack.

Lightning Bolt: The caster fires a lightning bolt in a straight line horizontally, vertically or diagonally with a range of two squares for every current MP of the caster which attacks with one skull for every magic level of the caster. Targets wearing metal armour have to reroll successful defence dice (twice if they're Cursed). If the lightning bolt hits a wall it rebounds back in the opposite direction. The lightning bolt moves straight through furniture but is blocked by a closed door or a spell such as Wall Of Fire/Ice/Stone or Barrier unless it destroys the spell effect.

Mesmerism: Allows the caster to control one enemy in sight if they can beat the target in a roll off, adding their current MPs. They become the casters follower and are controlled by them immediately after the casters turns. Take the same test again at the start of each of the targets subsequent turns to see if they can break free.

Preservation: Cast out of turn when a target (not the caster) in sight or in the same room or corridor is reduced to zero BP or MP giving them back one BP or MP straight after the attack.

Psionic Blast: Drains 1MP of a target in sight which can be used to heal one of the casters lost MP.

Random: Cast on a target in sight and roll a dice. 1: The target is forced to give the caster a random spell if they have one and if they don't nothing happens. 2: The target (and only the target) is Cursed. 3: The target is Immobilised. 4: The target is automatically Mesmerised. 5: The target is automatically Transfixed. 6: The targets current and maximum BP and MP are exchanged and exchanged again when the caster dies or at the end of the Adventure if the caster doesn't die.

Reflection: Cast out of turn and without using an action as soon as the target/s of an enemy spell are nominated, rebounding the effects of an enemy spell back against the original caster if they can beat the target in a roll off, adding their magic levels. If the target has no magic level the spell is automatically reflected.

Syphon: Drains 1BP of an adjacent (including diagonally) target which can be used to heal one of the casters lost BP.

Teleport: The caster can teleport to any explored and empty square on the board.

Temporal Warp: Global spell (affects the whole board) that allows every ally to take either an extra attacking action (anything that takes an apart from other than movement) or extra standard movement and every enemy to lose either their attacking action or their movement until the start of the casters next turn. The caster can't perform any other action on the turn that this spell is cast.

Water Walking: Heals 1BP and 1MP of the caster or a target in sight or fully restores their BP and MP if the target drinks Holy Water in the same turn (can be drunk out of turn in this case). Can also be used to literally walk on water for the turn if the need arises.


COMBINED SPELLS

Fire
Inferno - Ball Of Flame + Fire Of Wrath + Courage
All Characters in any one room or corridor on the board are attacked in the same way as Fire Of Wraith and Ball Of Flame using three combat dice, five combat dice for targets vulnerable to fire.

Incineration - Ball Of Flame + Fire Of Wrath
A target anywhere on the board is attacked in the same way as Fire Of Wrath and Ball Of Flame with four combat dice if the target is in sight or with two combat dice not. Attacks with an extra combat dice against targets that are vulnerable to fire.

Fearlessness - Ball Of Flame + Courage
A target in sight attacks with four extra combat dice in melee on their next turn.

Bravery - Fire Of Wrath + Courage
The caster and all allies in the same room or corridor attack with two extra combat dice in melee until the end of the caster's next turn.


Air
Typhoon - Tempest + Genie + Swift Wind
All Characters in any one room or corridor on the board miss their next turn and are attacked in the same way as Fire Of Wraith and Ball Of Flame using two combat dice. Any Doors in the targeted room or corridor are blown open and effected rooms are activated in the same way as if the door had been opened with Genie.

Tornado - Tempest + Genie
All Characters in any one room or corridor on the board roll a combat dice, on a skull they lose 1BP of damage and on a black shield they lose 1BP of damage and miss their next turn.

Wind Storm - Tempest + Swift Wind
Casts Tempest on all enemies in the same room or corridor as the caster.

Tail Wind - Genie + Swift Wind
The caster and/or all allies in any one room or corridor on the board can move twice and take their action in any order or move three times if they give up their action until the start of the caster's next turn.


Water
Monsoon - Sleep + Vail Of Mist + Water Of Healing
All Characters in any one room or corridor on the board are attacked in the same way as Fire Of Wraith and Ball Of Flame using one combat dice and are knocked unconscious using Sleep rules if they're injured.

Sedating Mist - Sleep + Vail Of Mist
Casts Sleep separately on all enemies on the same room or corridor as the caster.

Rejuvenation - Sleep + Water Of Healing
Heals 4BP and 4MP of the caster or a target in sight and can take their BP and MP above their normal maximum but they miss their next turn.

Healing Mist - Vail Of Mist + Water Of Healing
Heals 2BP and 2MP of the caster and all allies in the same room or corridor.


Earth
Quake - Pass Through Rock + Rock Skin + Heal Body
Place as many pit tiles as you like in any one room or corridor on the board, characters on those squares lose 1BP.

Ethereal - Pass Through Rock + Rock Skin
Causes the caster or a target in sight to become Ethereal (can only be harmed by magic and can move through stone) until they either perform any action (including opening a door) other than movement or move through stone.

Mineral Soothe - Pass Through Rock + Heal Body
The caster or a target in sight heals 1BP and 1MP each time the they pass through stone on their next turn or on this turn if the target is the caster. Cannot be cast after rolling movement dice but before moving if you play that rule and the caster is the target.

Regeneration - Rock Skin + Heal Body
The caster or a target in sight rolls a combat dice immediately and at the start of each of their turns until they lose a BP or MP. On a white shield, they heal 1BP and on a black shield, they heal 1MP.


Fire + Air
Flame Storm - Ball Of Flame + Tempest
Casts Ball Of Flame in the same room or corridor on all Characters individually except the caster. Targets that are vulnerable to fire are attacked twice.

Backdraft - Fire Of Wraith + Swift Wind
Fills any one room or corridor on the board with intense flames, causing a Fire Of Wraith attack on every Character individually. Attacks with an extra combat dice against targets that are vulnerable to fire.

Djinn - Courage + Genie
Attacks any one target on the board with seven combat dice.


Fire + Water
Fire Spray - Ball Of Flame + Vail Of Mist
Fills any room or corridor in sight with flaming hot liquid vapour, causing a Ball Of Flame attack on every Character individually. Attacks with an extra combat dice against targets that are vulnerable to fire.

Entrance - Fire Of Wrath + Sleep
Automatically puts any target on the board to sleep, following the normal Sleep rules except that the target rolls at the end of their turns.

Invigoration - Courage + Water Of Healing
Heals 4BP of the caster or a target in sight and can take their BP above their normal maximum.


Fire + Earth
Seeking Flame - Ball Of Flame + Pass Through Rock
Attacks any target on the board in the same way as Ball Of Flame but with three combat dice, four combat dice against targets that are vulnerable to fire.

Phoenix Fire - Fire Of Wrath + Heal Body
Revives a dead ally in the same room or corridor, bringing them back to life with 3BP.

Empowerment - Courage + Rock Skin
Raises the attack and defence dice of the caster or a target in sight by three each until the end of the caster's next turn.


Air + Water
Lightning Storm - Tempest + Vail Of Mist
All enemies in the same room or corridor as the caster roll a combat dice. On a skull they lose 1BP and on a black shield they lose 2BP.

Lullaby - Genie + Sleep
Casts Sleep individually on every Character in any one room or corridor on the board.

Gust Of Healing - Swift Wind + Water Of Healing
Heals 3BP and 3MP of the caster and all Characters in the same room or corridor.


Air + Earth
Cyclone - Tempest + Pass Through Rock
Casts Tempest on every Character in any one room or corridor on the board.

Rock Blast - Genie + Rock Skin
Can be used to destroy a piece of wall to create an opening. Use a breached wall tile if the room is used or a secret door tile to create an alcove if the room is solid rock.

Soothing Breeze - Swift Wind + Heal Body
Heals 4BP of the caster and all Characters in the same room or corridor.


Water + Earth
Petrify - Sleep + Rock Skin
Turns a target in sight to stone. Petrified targets can't be harmed and have to roll equal to or under their MP on one dice to free themselves at the end of their turns.

Dust Storm - Vail Of Mist + Pass Through Rock
No ranged attacks (including spells that need line of sight) can be used in the same room or corridor as the caster when the spell is cast until the beginning of the caster's next turn.

Restoration - Water Of Healing + Heal Body
Fully restores BP and MP.

They could have to figure out the combinations themselves through trail and error. If they use an invalid combination they lose both spells but they can choose one to cast, or both if the caster's got the wand of recall.


COMPONENTS

Ball Of Flame - Fire Dust + Dragon Tooth
Fire Of Wraith - Red Dragon Dust + Phoenix Feather
Courage - Silver Key + Lion Heart

Genie - Lamp + Glass Prism
Tempest - Miniature Silver Dagger + Dragon Tooth
Swift Wind - Fire Dust + Snake Tooth

Sleep - Duck Down + Grave Dust
Vail Of Mist - Powdered Monster Bones + Troll Bone Marrow
Water Of Healing - Lizards Tail + Snake Tooth

Pass Through Rock - Powdered Monster Bones + Cloth Of Gold
Rock Skin - Silver Hand + Fossil Leaf
Heal Body - Troll Bone Marrow + Lion Heart

Mind Blast - Silver Key + Fossil Leaf
Mind Lock - Cloth Of Gold + Lamp
Dominate - Red Dragon Dust + Miniature Silver Dagger

Treasure Horde - Silver Key + Lamp
Future Sight - Miniature Silver Dagger + Phoenix Feather
Clairvoyance - Silver Hand + Lion Heart

Arrows Of The Night - Snake Tooth + Dragon Tooth
Chains Of Darkness - Lizards Tail + Glass Prism
Cloak Of Shadows - Grave Dust + Cloth Of Gold

Wall Of Stone - Red Dragon Dust + Fossil Leaf
Invisibility - Fire Dust + Powdered Monster Bones
Dispel - Troll Bone Marrow + Duck Down

Transfix - Phoenix Feather + Glass Prism + Duck Down (Any two, if all three components are used it automatically works.)
Chill Touch - Grave Dust + Silver Hand + Lizards Tail (Any two, if all three components are used it automatically works.)

All the components are from AHQ. They allow the Sorcerer and Battle Sorcerers (which can be hired) to cast a spell without discarding it. I'll probably rule that no components are available in villages, some random ones in towns and all of them in cities, but I'm not sure what price would be best for them. Maybe 20 or 30gp each.
Last edited by Gold Bearer on Saturday March 19th, 2016 2:38pm, edited 9 times in total.
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Re: HQ+ Spells

Postby Teldurn » Wednesday June 25th, 2014 1:31pm

I have a few thoughts about all these, starting with my first thought, "I'm so totally stealing some of these for HQP!" :lol:

Gold Bearer wrote:I've reworded my spell set to neaten them up. These are using the Talisman third edition spells with new rules. I like having a starting point rather than designing something from scratch. If I've got complete freedom I don't know where to start. That's why I like modding. I'm going to move all my magic stuff to this thread soon but I just want peoples opinions of these spells first. Over/underpowered, badly worded, gameplay flaws, anything really.

Acquisition: Allows the caster to cast a spell belonging to any Magician in sight or in the same room or corridor, including the caster, but the caster has to know for certain that the target possesses that spell. The target keeps the spell.

Is the term Magician defined anywhere else, or is it implied to be "Elf and Wizard"?

Alchemy: Gain 100GP if cast directly adjacent to the front side of an Alchemists Bench. Each character can only cast a specific Alchemy spell once on each bench.

Using "if" in the beginning of that sentence makes it seem like there would be another outcome if the spell were cast anywhere else. Changing it to "when" should solve that, I think. And maybe add a comment about how nothing happens if it is cast anywhere else.

Barrier: Place the lightning template so that at least one square that it covers is in the casters line of sight. The barrier blocks the line of sight of everyone accept except the casters and blocks movement, missiles and spells accept except spells from the caster. The barrier rules as a Wall Of Fire/Ice/Stone spell for being destroyed accept that it can only be destroyed my magic (including magic weapons).

Fixed in red. Accepting something is being given something by someone else. Excepting something is excluding it from the standard of everything else in the list.

Brainwave: Doubles the MP of the caster or any target in sight. The target looses loses 1MP at the start of each of their turns until it's no longer above their maximum.

Another common misspelling. Loosing something is letting it go, like throwing a frisbee. Losing something is not having it anymore, which is what you meant. :)

Counterspell: Can be cast out of turn, countering an enemy spell if the caster can at least equal the target in a roll off, adding their magic levels. If they don't have a magic level then the spell is automatically countered. Can also be used in the caster's own turn to counter a spell that remains in play using the same rules as above accept except that the spell is automatically countered if the caster has died and it requires an action to cast, just as an ordinary spell.

What's a "roll off"? Sounds like a dance off, but for wizards. :P

Curse: Curses all enemies in the same room or corridor causing them attack and defend with one dice less less die until the end of the caster's next turn.

Die is the singular of the plural dice.

EDIT: I'm actually not sure if it should be "one less die" or "one fewer die." :oops:

Destroy Magic: Choose a spell of any enemy in sight to destroy. You can choose blind (guess).

I might change the wording, but I think it sounds fine.

Destruction: Destroys a Barrier or Wall Of Fire/Ice/Stone, or an item of furniture revealing any treasure it contains which can be picked up by moving to or over any square that it occupied, or a door (opens it and can't be closed again), or can be used on a wall to create an opening using a secret door tile and if it's an empty room then it just creates an alcove in the wall where the tile is.

You lost me on this one. It's one long run-on sentence and I'm confused at all the different things it does. If I understand this correctly, here's how I'd reword this.

    This spell can do one of four things. It can destroy a Barrier or Wall of Fire/Ice/Stone. It can also destroy an item of furniture. Any treasure the furniture contains can be picked up by moving onto any square it occupied. This spell can also destroy a door which cannot be closed again. It can also destroy a piece of wall to create an opening (with a secret door tile). If the space beyond is an empty room, then it just creates an alcove in that tiled space.

Displacement: Makes any two targets in sightor the caster and any target in sight, including yourself, swap places.

FTFY

Divination: Allows the target one reroll before the end of their next turn. The target chooses which dice and how many to reroll if they roll more than one dice at the same time.

So if you use it on a Chaos Warrior attack, does that mean you have the option of saying, "I see you rolled :skull: :skull: :skull: :skull: . Go ahead and reroll all four of those." OR "I see you rolled :skull: :skull: :skull: :skull: . Go ahead and reroll one of those. Depending on which one you mean, I can think of an easier wording. :)

Finger Of Death: Can be cast on any directly adjacent target causing them to loose D3 BP on a skull, 1BP on a white shield and D6 BP on a black shield. Doesn't work on Undead.

The percentages of damage seems wonky to me. Usually 50% of the time (on a skull) you want the least damage so you can reward the dice result when you get the one with lower probability. I would swap the skull and white shield to make it: lose 1BP on a :skull:, 1d3 on a :whiteshield:, and 1d6 on :blackshield:.

Fireball: Targets a square in sight of the caster and all others within three squares of it (diagonally counts as 1.5 squares) with a fire based A3 attack. Roll separately for each target.

I like that the diagonal specification keeps the power level lower than it would be otherwise.

Healing: Heals 3BP and 3MP of the caster or either 3BP or 3MP of any target in sight.

The caster gets both BP and MP healed, but if the caster chooses to heal someone else they have to choose one or the other? Seems underpowered possibly. I would want to make it be either/or for both, unless you had a good reason to make it this way.

Immobility: Target misses a turn and can't even defend until the beginning of their next turn but they're freed if they're attacked. Magic Aura still works.

Invisibility: Same as the one in the Protection deck.

Simple enough for these. :)

Lightning Bolt: Standard rules used for the Storm Master spell accept except that it can attack on a diagonal line and it has a range of two squares plus two squares for every magic level of the caster and it rebounds off of solid objects back in the direction that it came from. The same rules apply to the Storm Master spell.

Interesting change here.

Mesmerism: Allows the caster to control one enemy in their line of sight if they can beat the target in a roll off, adding their current MPs. They become the caster's follower and can be controlled by them immediately after the caster's turns. Test again on each subsequent turn to see if they can break free.

I think I get what's going on here, and I like it.

Preservation: Can be cast out of turn when a target in sight or in the same room or corridor is reduced to zero BP or MP giving them back one BP or MP straight after the attack.

Can it be cast on the caster or just on other targets?

Psionic Blast: Drains 1MP of a target in sight which can be used to heal the casters.

Does it heal the caster's MP or BP? Specify.

Random: Cast on a target in sight and roll a dice die. 1: Target is forced to give the caster a random spell if they have one and if they don't nothing happens. 2: Target automatically falls asleep as described in the Sleep spell. 3: Target is automatically Transfixed. 4: Target is automatically Mesmerised. 5: The target's current and maximum BP and MP are switched over and switched over again when the caster dies or at the end of the Adventure if the caster doesn't die. 6: All five, starting with 5 and working backwards one step at the start of the targets turn for as long as the caster is alive.

For result on a 6, when you say "all five" do you mean all the effects of results 1 through 5 happen together?

Reflection: Cast out of turn rebounding the effects of an enemy spell back against the original caster if they can beat the target in a roll off, adding their magic levels. If the target has no magic level the spell is automatically reflected.

Simple and nice.

Syphon: Drains 1BP of a target in sight which can be used to heal the casters.

Again, does it heal BP or MP?

Teleport: The caster can teleport to any explored and empty square on the board.

Okie dokie artichokie.

Temporal Warp: Global spell that allows every ally to either have an extra attacking action or extra standard movement and every enemy has to give up either their attacking action or their movement until the start of the casters next turn. The caster can't perform any other action on the turn that this spell is cast.

I assume by "global" you mean that line of sight is not needed. So if one hero was in one room and another was on the other side of the board, this spell would still affect them, right?

Water Walking: Fully restores the BP and MP of the caster or a target in sight if either the caster (even if casting on someone else) or the target drinks Holy Water in the same round, or can literally walk on water for the turn if the need arises.

I'm not sure how drinking Holy Water makes the spell different. I also don't know your rules for that item.
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Re: HQ+ Spells

Postby Gold Bearer » Wednesday June 25th, 2014 6:17pm

The language is a bit different in Briton, like spelling armour differently for example. All my spelling and grammar is flawless. :) Thanks for such a thorough reply, that's just what I need. I'm really good at describing some thing, like sciency stuff, but I sometimes struggle to describe rules. Some of those were still really badly worded.

Teldurn wrote:I have a few thoughts about all these, starting with my first thought, "I'm so totally stealing some of these for HQP!" :lol:
Excellent, I love seeing stuff I've created showing up in other peoples content.

Teldurn wrote:
Gold Bearer wrote:Acquisition: Allows the caster to cast a spell belonging to any Magician in sight or in the same room or corridor, including the caster, but the caster has to know for certain that the target possesses that spell. The target keeps the spell.
Is the term Magician defined anywhere else, or is it implied to be "Elf and Wizard"?
Yea I forgot to write a brief list of the terms I use that are defined somewhere else. Every character who can cast spells has a magic level (and a few that can't have a magic level of zero, but that's still a level, meaning they can use scrolls), normally one level for every three spells that they get.

Teldurn wrote:
Barrier: Place the lightning template so that at least one square that it covers is in the casters line of sight. The barrier blocks the line of sight of everyone accept except the casters and blocks movement, missiles and spells accept except spells from the caster. The barrier rules as a Wall Of Fire/Ice/Stone spell for being destroyed accept that it can only be destroyed my magic (including magic weapons).
Fixed in red. Accepting something is being given something by someone else. Excepting something is excluding it from the standard of everything else in the list.
Yes, as in exception. I knew that. I make loads of mistakes when I write, that one all the time. If I took my time there would be hardly any but it would take forever. You should see my writing before my first recheck, it's hilarious. I've edited the description to state that all six squares must be unoccupied, but maybe it would be better to use it overlapping twelve squares so that it blocks between the squares in the same way as the wall spells?

Teldurn wrote:
Brainwave: Doubles the MP of the caster or any target in sight. The target looses loses 1MP at the start of each of their turns until it's no longer above their maximum.
Another common misspelling. Loosing something is letting it go, like throwing a frisbee. Losing something is not having it anymore, which is what you meant. :)
I actually didn't know that one.

Teldurn wrote:
Counterspell: Can be cast out of turn, countering an enemy spell if the caster can at least equal the target in a roll off, adding their magic levels. If they don't have a magic level then the spell is automatically countered. Can also be used in the caster's own turn to counter a spell that remains in play using the same rules as above accept except that the spell is automatically countered if the caster has died and it requires an action to cast, just as an ordinary spell.
What's a "roll off"? Sounds like a dance off, but for wizards. :P
It's that mechanic that you said was "clunky". :) They both roll a standard dice and add either their magic level or MP, depending on the spell.

Teldurn wrote:
Curse: Curses all enemies in the same room or corridor causing them attack and defend with one dice less less die until the end of the caster's next turn.
Die is the singular of the plural dice.
Yea I know but I never ever use it, it sounds so wrong.

Teldurn wrote:EDIT: I'm actually not sure if it should be "one less die" or "one fewer die." :oops:
Either I think, less sounds better.

Teldurn wrote:
Destruction: Destroys a Barrier or Wall Of Fire/Ice/Stone, or an item of furniture revealing any treasure it contains which can be picked up by moving to or over any square that it occupied, or a door (opens it and can't be closed again), or can be used on a wall to create an opening using a secret door tile and if it's an empty room then it just creates an alcove in the wall where the tile is.
You lost me on this one. It's one long run-on sentence and I'm confused at all the different things it does. If I understand this correctly, here's how I'd reword this.

    This spell can do one of four things. It can destroy a Barrier or Wall of Fire/Ice/Stone. It can also destroy an item of furniture. Any treasure the furniture contains can be picked up by moving onto any square it occupied. This spell can also destroy a door which cannot be closed again. It can also destroy a piece of wall to create an opening (with a secret door tile). If the space beyond is an empty room, then it just creates an alcove in that tiled space.
Yep. Definitely my favourite because it's so versatile. I got the wall breaking idea from the Sotiris' revelation staff. Cheers Sotiris. :)

Teldurn wrote:
Divination: Allows the target one reroll before the end of their next turn. The target chooses which dice and how many to reroll if they roll more than one dice at the same time.
So if you use it on a Chaos Warrior attack, does that mean you have the option of saying, "I see you rolled :skull: :skull: :skull: :skull: . Go ahead and reroll all four of those." OR "I see you rolled :skull: :skull: :skull: :skull: . Go ahead and reroll one of those. Depending on which one you mean, I can think of an easier wording. :)
No, you can only use it on your own dice rolls. If you roll two white shields, one black and one skull for example you could reroll the black shield and skull.

Teldurn wrote:
Finger Of Death: Can be cast on any directly adjacent target causing them to loose D3 BP on a skull, 1BP on a white shield and D6 BP on a black shield. Doesn't work on Undead.
The percentages of damage seems wonky to me. Usually 50% of the time (on a skull) you want the least damage so you can reward the dice result when you get the one with lower probability. I would swap the skull and white shield to make it: lose 1BP on a :skull:, 1d3 on a :whiteshield:, and 1d6 on :blackshield:.
Yea it's deliberately wonky. I'm using the symbols themeatically. A white shield looks the least threatening. I also think a 50% of D3 damage, a one three chance of 1BP damage and a one in six chance of D6 damaging is balanced a quite interesting. I don't it's untidy but others might disagree.

Teldurn wrote:
Fireball: Targets a square in sight of the caster and all others within three squares of it (diagonally counts as 1.5 squares) with a fire based A3 attack. Roll separately for each target.
I like that the diagonal specification keeps the power level lower than it would be otherwise.
Maybe it would be better if the caster only rolls once?

Teldurn wrote:
Healing: Heals 3BP and 3MP of the caster or either 3BP or 3MP of any target in sight.
The caster gets both BP and MP healed, but if the caster chooses to heal someone else they have to choose one or the other? Seems underpowered possibly. I would want to make it be either/or for both, unless you had a good reason to make it this way.
Yea that's right. I wanted it to be a bit different from the standard healing spells and I wanted a spell that has more of an affect if the caster targets themselves.

Teldurn wrote:
Lightning Bolt: Standard rules used for the Storm Master spell accept except that it can attack on a diagonal line and it has a range of two squares plus two squares for every magic level of the caster and it rebounds off of solid objects back in the direction that it came from. The same rules apply to the Storm Master spell.
Interesting change here.
It's from an old D&D computer game I had. I wanted to keep all the standard stuff the same and just build around it but I have made a few exceptions. In this case because I've used the D&D fireball and wanted lightning bolt as well.

Teldurn wrote:
Mesmerism: Allows the caster to control one enemy in their line of sight if they can beat the target in a roll off, adding their current MPs. They become the caster's follower and can be controlled by them immediately after the caster's turns. Test again on each subsequent turn to see if they can break free.
I think I get what's going on here, and I like it.
D&D again, charm person.

Teldurn wrote:
Preservation: Can be cast out of turn when a target in sight or in the same room or corridor is reduced to zero BP or MP giving them back one BP or MP straight after the attack.
Can it be cast on the caster or just on other targets?
Just on other targets. Maybe it should give them the back the amount they had before the attack?

Teldurn wrote:
Psionic Blast: Drains 1MP of a target in sight which can be used to heal the casters.
Does it heal the caster's MP or BP? Specify.
MP.

Teldurn wrote:
Random: Cast on a target in sight and roll a dice die. 1: Target is forced to give the caster a random spell if they have one and if they don't nothing happens. 2: Target automatically falls asleep as described in the Sleep spell. 3: Target is automatically Transfixed. 4: Target is automatically Mesmerised. 5: The target's current and maximum BP and MP are switched over and switched over again when the caster dies or at the end of the Adventure if the caster doesn't die. 6: All five, starting with 5 and working backwards one step at the start of the targets turn for as long as the caster is alive.
For result on a 6, when you say "all five" do you mean all the effects of results 1 through 5 happen together?
All five but one at time (one in each turn).

Teldurn wrote:
Syphon: Drains 1BP of a target in sight which can be used to heal the casters.
Again, does it heal BP or MP?
BP. It's about as effective as psionic blast because there's very little that heals MP. They're not all supposed to be exactly as useful as each other but spells that have similar effects are. Syphon and psionic blast, fireball and lightning bolt (although it's effectiveness varies), counterspell and reflection, and preservation and destruction (exact opposites that I'm using as set spells for my arch and storm magicians). I digress.

Teldurn wrote:
Temporal Warp: Global spell that allows every ally to either have an extra attacking action or extra standard movement and every enemy has to give up either their attacking action or their movement until the start of the casters next turn. The caster can't perform any other action on the turn that this spell is cast.
I assume by "global" you mean that line of sight is not needed. So if one hero was in one room and another was on the other side of the board, this spell would still affect them, right?
Yea.

Teldurn wrote:
Water Walking: Fully restores the BP and MP of the caster or a target in sight if either the caster (even if casting on someone else) or the target drinks Holy Water in the same round, or can literally walk on water for the turn if the need arises.
I'm not sure how drinking Holy Water makes the spell different. I also don't know your rules for that item.
Holy water has exactly the same rules 'except' where this spell is concerned. You need holy water to use it. I could give it a small effect if it's cast without holy water, heals 2BP maybe.

After reading though them again I've decided to slightly alter a few of them. Hopefully all the changes are an improvement. Here's the list.
Acquisition: The caster can't use it to cast one of their other spells any more, too powerful.
Alchemy: Can now be used in the same way as a potion of alchemy as well, in case there's no bench.
Water Walking: Now it has to be the target of the spell that drinks the holy water, it's neater.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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Re: HQ+ Spells

Postby Teldurn » Thursday June 26th, 2014 10:27am

Gold Bearer wrote:The language is a bit different in Briton, like spelling armour differently for example. All my spelling and grammar is flawless. :) Thanks for such a thorough reply, that's just what I need. I'm really good at describing some thing, like sciency stuff, but I sometimes struggle to describe rules. Some of those were still really badly worded.

That's the great thing about community feedback! :D

Gold Bearer wrote:
Teldurn wrote:I have a few thoughts about all these, starting with my first thought, "I'm so totally stealing some of these for HQP!" :lol:
Excellent, I love seeing stuff I've created showing up in other peoples content.

Didn't you also make the Polymorph card, where you can turn into furniture? Because I'm already using that one, and it's hilarious to me.

Gold Bearer wrote:I've edited the description to state that all six squares must be unoccupied, but maybe it would be better to use it overlapping twelve squares so that it blocks between the squares in the same way as the wall spells?

That could work, but would need to be playtested obviously.

Gold Bearer wrote:
Teldurn wrote:
Brainwave: Doubles the MP of the caster or any target in sight. The target looses loses 1MP at the start of each of their turns until it's no longer above their maximum.
Another common misspelling. Loosing something is letting it go, like throwing a frisbee. Losing something is not having it anymore, which is what you meant. :)
I actually didn't know that one.

Yeah, they're also pronounced differently. Loose is with a hard S, like goose. Lose is with more of a Z sound, like 'lewz.'

Gold Bearer wrote:It's that mechanic that you said was "clunky". :) They both roll a standard dice and add either their magic level or MP, depending on the spell.

Ha! Fair enough.

Gold Bearer wrote:Yep. Definitely my favourite because it's so versatile. I got the wall breaking idea from the Sotiris' revelation staff. Cheers Sotiris. :)

I still feel like the description can be further distilled into something more succinct, but it's too early in the morning to use that sort of brain power. ;)

Gold Bearer wrote:
Teldurn wrote:
Fireball: Targets a square in sight of the caster and all others within three squares of it (diagonally counts as 1.5 squares) with a fire based A3 attack. Roll separately for each target.
I like that the diagonal specification keeps the power level lower than it would be otherwise.
Maybe it would be better if the caster only rolls once?

It depends on how you want the spell to work. If you make it "one attack hits everything," then it becomes an all-or-nothing spell which is great when it works, but can feel like a total waste if you roll poorly. On the other hand, rolling individually for each target takes more time and has greater variability in damage.

Gold Bearer wrote:
Teldurn wrote:
Lightning Bolt: Standard rules used for the Storm Master spell accept except that it can attack on a diagonal line and it has a range of two squares plus two squares for every magic level of the caster and it rebounds off of solid objects back in the direction that it came from. The same rules apply to the Storm Master spell.
Interesting change here.
It's from an old D&D computer game I had. I wanted to keep all the standard stuff the same and just build around it but I have made a few exceptions. In this case because I've used the D&D fireball and wanted lightning bolt as well.

Fireball and Lightning Bolt are two of the oldest D&D spells, so it makes sense you'd want it. :D

Gold Bearer wrote:
Teldurn wrote:
Preservation: Can be cast out of turn when a target in sight or in the same room or corridor is reduced to zero BP or MP giving them back one BP or MP straight after the attack.
Can it be cast on the caster or just on other targets?
Just on other targets. Maybe it should give them the back the amount they had before the attack?

That would change the feel of the spell. If you have it give back the amount they had before the attack that dropped them to 0, then you're basically making the monster's attack miss with the price of one spell. On the other hand, if you have it give 1BP or MP, then it becomes more of a dramatic spell. I prefer this second method, myself.

Gold Bearer wrote:
Teldurn wrote:
Water Walking: Fully restores the BP and MP of the caster or a target in sight if either the caster (even if casting on someone else) or the target drinks Holy Water in the same round, or can literally walk on water for the turn if the need arises.
I'm not sure how drinking Holy Water makes the spell different. I also don't know your rules for that item.
Holy water has exactly the same rules 'except' where this spell is concerned. You need holy water to use it. I could give it a small effect if it's cast without holy water, heals 2BP maybe.

I strongly suggest you not do this. Don't require having holy water to cast this spell. That introduces the concept of component casting, where the caster has to have certain things in his inventory before he is able to cast a certain spell. If he doesn't have the items, he can't use the spells. This idea can be pretty fun if it was more incorporated into the thread of all the spells, but doing it for just a single spell is a very bad idea. At the very least, you can do it like you said: If you DO have holy water in inventory then the spell works better than if you didn't. But the important thing is that the spell should still work even without the water component.

Gold Bearer wrote:After reading though them again I've decided to slightly alter a few of them. Hopefully all the changes are an improvement. Here's the list.
Acquisition: The caster can't use it to cast one of their other spells any more, too powerful.
Alchemy: Can now be used in the same way as a potion of alchemy as well, in case there's no bench.
Water Walking: Now it has to be the target of the spell that drinks the holy water, it's neater.

Okay, these look better I think.
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Re: HQ+ Spells

Postby The Road Warrior » Thursday June 26th, 2014 11:43am

Teldurn wrote:
Gold Bearer wrote:
Teldurn wrote:
Water Walking: Fully restores the BP and MP of the caster or a target in sight if either the caster (even if casting on someone else) or the target drinks Holy Water in the same round, or can literally walk on water for the turn if the need arises.
I'm not sure how drinking Holy Water makes the spell different. I also don't know your rules for that item.
Holy water has exactly the same rules 'except' where this spell is concerned. You need holy water to use it. I could give it a small effect if it's cast without holy water, heals 2BP maybe.

I strongly suggest you not do this. Don't require having holy water to cast this spell. That introduces the concept of component casting, where the caster has to have certain things in his inventory before he is able to cast a certain spell. If he doesn't have the items, he can't use the spells. This idea can be pretty fun if it was more incorporated into the thread of all the spells, but doing it for just a single spell is a very bad idea...


Sorry Teldurn but I don't understand why this is a very bad idea :?:

Gold Bearer, an alternative to the wording/mechanic you have used could be to cast the spell on the Holy Water instead of casting it on the player that has just drunk the Holy Water. This also opens up the potential for the spell to be cast on different potions and cause a different effect. (The card text could get a bit long though)
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Re: HQ+ Spells

Postby Teldurn » Thursday June 26th, 2014 12:10pm

In and of itself, component casting is not a bad idea. I actually think it can be done quite well. But....It becomes a bad idea when you require only one spell out of the entire set of spells available for the game to have a component to cast it.

If you are going to introduce component-based spells, it needs to be developed for the majority of your spells, even all the spells. Just know that doing that with every spell makes it a much different game. If you don't have a particular component, then you can't cast that spell. That seems like bad news for a caster class who is supposed to have access to a certain amount of spells in the game.
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Re: HQ+ Spells

Postby Gold Bearer » Thursday June 26th, 2014 3:22pm

Teldurn wrote:
Gold Bearer wrote:
Teldurn wrote:I have a few thoughts about all these, starting with my first thought, "I'm so totally stealing some of these for HQP!" :lol:
Excellent, I love seeing stuff I've created showing up in other peoples content.
Didn't you also make the Polymorph card, where you can turn into furniture? Because I'm already using that one, and it's hilarious to me.
Nope, not me. I haven't come across that one, it does sound funny. The best thing I've done is the combined spells. You'll like those if you haven't seen them. I might as well add them now.

Teldurn wrote:
Gold Bearer wrote:I've edited the description to state that all six squares must be unoccupied, but maybe it would be better to use it overlapping twelve squares so that it blocks between the squares in the same way as the wall spells?
That could work, but would need to be playtested obviously.
I'd rather not do it that way but then all the squares would have to be empty or there'd have to be a rule that pushes characters away and that's a bit too complicated.

Teldurn wrote:Yeah, they're also pronounced differently. Loose is with a hard S, like goose. Lose is with more of a Z sound, like 'lewz.'
:) Yea I know that, but some words that are pronounced differently are spelled the same way, like minute and wind.

Teldurn wrote:
Gold Bearer wrote:
Teldurn wrote:
Fireball: Targets a square in sight of the caster and all others within three squares of it (diagonally counts as 1.5 squares) with a fire based A3 attack. Roll separately for each target.
I like that the diagonal specification keeps the power level lower than it would be otherwise.
Maybe it would be better if the caster only rolls once?
It depends on how you want the spell to work. If you make it "one attack hits everything," then it becomes an all-or-nothing spell which is great when it works, but can feel like a total waste if you roll poorly. On the other hand, rolling individually for each target takes more time and has greater variability in damage.
I'm just thinking about how it worked in D&D (I'm going back some time). It did one of two amounts of damage to all the targets, one was double the other. So if they made their defence roll they took half damage. I'm not sure how that would translate. Also I think it ignored armour, which would make sense for fire, fire of wrath and ball of flame do. Maybe I'll make it like a ball of flame on each target that can be defended on a 5 or 6, as a nod to the US rules, and that way if they defend one but not the other they'll take half damage, kind of like the D&D version.

Teldurn wrote:Fireball and Lightning Bolt are two of the oldest D&D spells, so it makes sense you'd want it. :D
I've got to have a stinking cloud somewhere as well, even if it's just on a scrolls. That was my favourite.

Teldurn wrote:
Gold Bearer wrote:
Teldurn wrote:
Preservation: Can be cast out of turn when a target in sight or in the same room or corridor is reduced to zero BP or MP giving them back one BP or MP straight after the attack.
Can it be cast on the caster or just on other targets?
Just on other targets. Maybe it should give them the back the amount they had before the attack?
That would change the feel of the spell. If you have it give back the amount they had before the attack that dropped them to 0, then you're basically making the monster's attack miss with the price of one spell. On the other hand, if you have it give 1BP or MP, then it becomes more of a dramatic spell. I prefer this second method, myself.
Agreed, it's staying as is.

Teldurn wrote:
Gold Bearer wrote:
Teldurn wrote:
Water Walking: Fully restores the BP and MP of the caster or a target in sight if either the caster (even if casting on someone else) or the target drinks Holy Water in the same round, or can literally walk on water for the turn if the need arises.
I'm not sure how drinking Holy Water makes the spell different. I also don't know your rules for that item.
Holy water has exactly the same rules 'except' where this spell is concerned. You need holy water to use it. I could give it a small effect if it's cast without holy water, heals 2BP maybe.
I strongly suggest you not do this. Don't require having holy water to cast this spell. That introduces the concept of component casting, where the caster has to have certain things in his inventory before he is able to cast a certain spell. If he doesn't have the items, he can't use the spells. This idea can be pretty fun if it was more incorporated into the thread of all the spells, but doing it for just a single spell is a very bad idea. At the very least, you can do it like you said: If you DO have holy water in inventory then the spell works better than if you didn't. But the important thing is that the spell should still work even without the water component.
I am using components for one of my characters (the Sorcerer) and four battle sorcerers that can be hired. I might as well add those as well.

The Road Warrior wrote:Gold Bearer, an alternative to the wording/mechanic you have used could be to cast the spell on the Holy Water instead of casting it on the player that has just drunk the Holy Water. This also opens up the potential for the spell to be cast on different potions and cause a different effect. (The card text could get a bit long though)
I'm using water walking as the set spell (some magicians get a certain spell all the time, the others from this set are randomly drawn) for my Priest, along with the three water spells, so holy water seems appropriate. I'm also keeping the spell names the same as the talisman ones in this set and nothing else would really work with that name.

Teldurn wrote:In and of itself, component casting is not a bad idea. I actually think it can be done quite well. But....It becomes a bad idea when you require only one spell out of the entire set of spells available for the game to have a component to cast it.
I don't think it would be a problem either, even if I didn't have the component rules. It's nice to have some completely unique effects in there, like alchemy being the only spell that uses furniture.

Teldurn wrote:If you are going to introduce component-based spells, it needs to be developed for the majority of your spells, even all the spells. Just know that doing that with every spell makes it a much different game. If you don't have a particular component, then you can't cast that spell. That seems like bad news for a caster class who is supposed to have access to a certain amount of spells in the game.
My rules allow the sorcerers to use components to cast spells without having to discard them.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Combined Spells: viewtopic.php?f=38&t=2454

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Re: HQ+ Spells

Postby Gold Bearer » Friday June 27th, 2014 12:11pm

Made a few more changes. Cleared up Barrier, reworded Destruction, slightly altered Finger Of Death so that the two dice are rolled together and both are always used, changed Fireball like I said so that it uses the US Ball Of Flame rules and has more affect against targets vulnerable to fire, reworded Immobility and slightly reworded some of the combined spells.

Edit: Finger of death can now kill a target with any amount of BP but it only stands a 1 in 36 chance. I think I'm happy with them now. Someone start another PBP game with custom characters so I can test these out, my bloody sorcerer survived in the one that I'm already in. :)
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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Re: HQ+ Spells

Postby TMU » Friday July 11th, 2014 2:08pm

Polymorph was done by GimmeYerGold ;)
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Re: HQ+ Spells

Postby Teldurn » Saturday July 12th, 2014 3:03pm

TMU wrote:Polymorph was done by GimmeYerGold ;)

:oops: Oops. I always get Gold Bearer and GimmeYerGold confused. Too many Gs. :P
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