by cornixt » Thursday February 5th, 2015 12:42pm
Here's something I wrote offline last night, so I haven't taken into account the responses since then:
I removed spells because the existing ones were often too powerful re-usable or just duplicated another one. I may have been a bit hasty, since I had been thinking about getting rid of the lores completely and just having a spell list, so I left it at what I had rather than adding them back in since it would leave some lores with more spells than others. I'm going to try adding in one "one use only" spell per lore, thereby allowing me to keep the healing spells and have some more powerful spells without changing everything too much. There needs to be a balance so that the starting wizard isn't too weak and the experienced wizard isn't too strong. I worry that some of the spells might be very rarely used if others are just that much better.
I wanted all the spells to be re-usable in some capacity. Here are my opinions on the regular HQ spells when it comes to re-usability:
Fire of Wrath - combat spell. No issues with making this re-usable since it is no better than a thrown knife.
Courage - combat booster. If it only lasted one turn then it is re-usable, otherwise overpowered
Ball of Flame - better version of Fire of Wrath. Too strong and would make that spell pointless if this was re-usable.
Swift Wind - Few quests are decided by one guy running around quickly, re-usable is fine
Tempest - A bit too good to be re-usable, should be reduced in power for that.
Genie - Only ever used for combat, too strong to be re-usable.
Water of Healing - Far too good to be re-usable. Difficult to reconcile.
Sleep - Same as Tempest
Veil of Mist - Sneaking around is rarely as good as killing things, so re-usable.
Heal Body - Same as Water of Healing.
Rock Skin - Too good to be re-usable, should be reduced in power/duration for that.
Pass Through Rock - Allows the user to sidestep any traps, so probably too good to be re-usable.
So here is an updated version:
Fire
Fire of Wrath - This spell may be cast on any one monster, blasting it into flames. It will inflict 1 Body Point of damage for each success, which may be defended as normal.
Courage - This spell may be cast on any one Hero, including yourself. Until the end of his turn, that Hero may roll 1 extra combat dice to attack for each success.
Ball of Flame - [completely new] One use only. This spell may only be cast on yourself. It will inflict 2 Body Points of damage on each adjacent monster or hero, for each success.
Air
Swift Wind - This spell may be cast on any one Hero, including yourself. Its powerful burst of energy enables that Hero to roll an additional red die the next time he moves for each success.
Tempest - This spell creates a small whirlwind that envelops one monster of your choice. For each success, that monster loses one combat die to attack until the end of his next turn.
Genie - One use only. This spell conjures up a Genie who will do one of the following: open any door revealing what lies beyond, OR use 5 combat dice to attack any monster within your line of sight.
Water
Veil of Mist - This spell may be cast on any one Hero, including yourself. If you roll at least one success, the hero may move unseen through spaces that are occupied by monsters on his next move.
Sleepy - For each success, that monster loses one combat die to defend until the end of his next turn. May not be used against Mummies, Zombies, or Skeletons.
Water of Healing - One use only. This spell may be cast on any one Hero, including yourself. Contact with this relitalizing water will restore up to 4 lost Body Points, but will not give a Hero more than his starting number.
Earth
Rock Skin - This spell may be cast on any one Hero, including yourself. Until the end of his turn, that Hero may roll 1 extra combat dice to defend for each success.
Pass Through Rock - This spell may be cast on any one Hero, including yourself. If you roll at least two successes, that hero may then move through walls on his next move. He may move through one wall. Caution! If a Hero ends his move in solid rock he is trapped forever!
Heal Body - One use only. This spell may be cast on any one Hero, including yourself. Its magical power will immediately restore up to 4 lost Body Points, but does not give a hero more than his starting number.