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Warhammer College Magic Expansion For HQ: The Winds of Magic

Discuss new Rules for HeroQuest.

Warhammer College Magic Expansion For HQ: The Winds of Magic

Postby Gold Bearer » January 21st, 2016, 10:07 pm

108 Cards!: http://www.mediafire.com/download/joi73 ... _Magic.zip

The Winds of Magic
Not all Magicians have their own internal source of power. Instead, some are able to channel the ethereal winds of magic that emanate from the chaos portal to the north and blow throughout the Old World through their bodies and manipulate them into useful spells. Each of the eight winds has its own colour and its own properties. Some lend themselves to offensives spells while others are more subtle. Most humans who have this ability are able to channel one of the eight winds and spend most of their lives trying to master their particular flavour of magic. Light Wizards are the exception in that their form of magic is a combination of the four light elemental winds, although they are unable to separate them into their constituent parts.

Eight colleges were set up in the Empire's capital city of Altdorf, one for each of the seven winds that blow strongly across the Empire and one for the practitioners of Light magic in order to maximise the potential of these powerful and often dangerous Magicians. Although they are capable of casting extremely potent spells, are adept at dispelling enemy spells and are more suited to hand to hand combat than most other Magicians, there is a price. Having to rely on an external force of energy means their spell casting abilities are at the mercy of the strength of the winds of magic at that particular moment. Their less powerful spells however require less energy to cast.

Another drawback to this method of spell casting is that because the spells are redirected energy from an external source rather than powered my the Magicians themselves, their spells tend to be easily dispelled. While spells from self-powering Magicians normally require another Magician with a particular spell in order to be countered, anyone can potentially dispel magic from a Magician who utilises the winds of magic to power their spells, although being a powerful Magician definitely helps.
BrightWizardCollege.jpg
College Wizard
M6 (lowest two of three dice), BP5, MP5, L1M. Four spells from the appropriate college, any of which can be exchanged once and at the same time for random replacements. Power cards are needed to cast spells, you cast spells without using your standard attacking action and there's no limit to the amount of spells you can cast as long as you can power them. Spells aren't discarded when cast but each spell can only be cast once per turn. Spells are kept hidden from the EWP until they're cast, Magic Aura gives two defence dice as standard, you need one free hand to cast and can use items that the wizard can use except that they can use one handed swords but you can never ware actual armour. College Scrolls can be used by non-college Magicians but College Magicians can only use College Scrolls from their own college. College Scrolls require no power to cast and are discarded after they're used.

Veteran: Level 2 Magician, five spells.
Master: Level 3 Magician, seven spells, 6MP.
Legend: Level 4 Magician, all ten spells, 6BP.

Dispel Magic Scroll: 25gp. College Wizards only. Can be used as soon as an enemy in sight or in the same room or corridor attempts to cast a spell, automatically cancelling it. A Character who has their casting attempt dispelled can still use their attacking action and can use it to cast a different spell.

Destroy Magic Scroll: 50gp. College Wizards only. Can be used as soon as an enemy in sight or in the same room or corridor attempts to cast a spell, automatically dispelling it. The caster and the scroll user each roll 1D6 and add their magic levels, if the scroll user scores higher than the caster the spell is discarded. Monsters that start with one or two spells have a magic level of zero, otherwise they have one magic level for every three spells that they start with. A Character who has their casting attempt dispelled or their spell destroyed can still use their attacking action and can use it to cast a different spell.


Magic Cards
The college wizard player rolls 2D6 at the start of each Quest and deals that number magic cards in total, dealt alternately to the college wizard and the EWP starting with the college wizard. The college wizard player rolls one combat dice at the start of each of their turns, on a black shield the winds die down, all magic cards held by the college wizard and EWP except for retaiable ones are discarded, on a white shield a new gust of magical energy blows away the old, same thing as a black shield but roll 2D6 afterwards and deal that number of magic cards in total, dealt alternately to the college wizard and the EWP starting with the college wizard.

Power
Power cards are used to cast spells. Each spell has a power level from one to three, indicating how many power cards need to be played for the spell to be cast.

Dispel
Can be used by the college wizard on an EWP spell or by any Monster on a college wizard spell. They must be in sight or in the same room or corridor as the caster. A Character can make one dispel attempt for every spell cast. The player attempting the dispel rolls 1D6, if the caster has the same magic level as the Character attempting the dispel then the dispel is successful on a roll of 4-6, if the caster has a lower magic level than the Character attempting the dispel then the dispel is successful on a roll of 3-6 and if the caster has a higher magic level than the Character attempting the dispel then the dispel is successful on a roll of 5-6. Level zero counts as higher than having no magic level. Monsters that start with one or two spells have a magic level of zero, otherwise they have one magic level for every three spells that they start with. A spell already in play is dispelled on a 4-6. A Character who has their casting attempt dispelled can still use their attacking action and can use it to cast a different spell.

Destroy Spell
Can be used by the college wizard on an EWP spell or by any Monster Magician on a college wizard spell. They must be in sight or in the same room or corridor as the caster. The spell is automatically dispelled. The college wizard player then decides how many standard power cards from those available they wish to use. Both players then roll 1D6, the EWP adds the number of standard power cards they have and the college wizard player adds the number of power card they chose, if the caster doesn't score highest then the spell is discarded. A Character who has their casting attempt dispelled or their spell destroyed can still use their attacking action and can use it to cast a different spell. This card can be kept for future turns.

Rebound
Can be used by the college wizard on an EWP spell or by any Monster Magician on a college wizard spell. The spell must potentially effect the Magician. The spell is automatically rebounded back at the caster if the caster is in sight and in the same room, otherwise it's rebounded 4D6 squares in a straight line (including diagonally) on the line closest to the caster (decide randomly if there's two lines the same distance either side of the caster) and will move through walls and other obstacles, hitting the first Character in its path (and other Characters if that's how the spell works). This card can be kept for future turns.

Escape
Can be used by the college wizard player at any time, including when the college wizard has just lost all of their BP. The college wizard teleports to another plane and has 1BP healed. At the start of their future turns they return to the room or corridor they escaped from on the roll of a white shield on one combat dice. This card can be kept for future turns, including by the EWP to prevent the college player from getting it.

Mental Duel
Can be used by the college wizard on a Monster Magician or a Monster Magician on the college wizard during their turn and without using an action. The college wizard player and EWP both roll 1D6 and add their magic levels. Monsters that start with one or two spells have a magic level of zero, otherwise they have one magic level for every three spells that they start with. If one Magician scores higher than the other then they choose a spell from the loosing Magician to discard. If the enemy Magician has any hidden spells they can force the Magician to discard a random spell (including any known ones) or they can name a spell that they think the Magician might have, but if they don't have it then they don't lose a spell.

Drain Magic
Can be used by the college wizard or a Monster Magician during their turn and without using an action but they can't cast any more spells during that Character's turn. All magic cards held by the college wizard and EWP are discarded including retainable ones and all college spells and EWP spells in play are ended.

Total Power
Can be used by the college wizard or EWP player to power any spell. The spell can't be stopped by the college wizard or a Monster but it can still be redirected.

20 Power cards.
8 Dispel cards.
1 Destroy Magic card.
1 Rebound card.
1 Escape card.
1 Mental Duel card.
1 Drain Magic card.
1 Total Power card.

Simplified Alternative
College wizards can only cast once per turn and discard their spells after casting them like a conventional HQ magician but the can still cast without using an action. Roll a combat dice for the strength of the winds of magic on a turn that you want to cast a spell, skull = only power level 1 spells available, white shield = equals level 1 and level two spells available, black shield = all spells available.

Using these rules, the Celestial Wizard's unique ability is replaced with the ability to cast power level 2 spells on a skull and the Light Wizard's is replaced with the ability to cast power level 3 spells on a white shield.


Light College
Winds of Magic: White, Light Elements.
Symbol: Hysh, The Serpent of Light.
Lore: The Lore of Light.
Wizards of the Light College are known as priests, as white wizards or as hierophants. Theirs is not only a fellowship of magic practitioners but a religion of sorts as well, although they do not have a deity as such but worship the "force" of the Light Winds as personified by Hysh, serpent of light. Magic of this field has a broad mix of spells types due to being comprised of the combination of the light version of all four elements of the Winds of Magic.
Light Wizard: M6 (lowest two of three dice) A3 D2 BP5 MP5 L1M Broadsword. You can swap any amount of standard power cards once and at the same time for random replacements when the magic cards are first dealt.

Gold College
Wind of Magic: Yellow, Light Earth.
Symbol: Chamon, The Soaring Eagle.
Lore: The Lore of Metal.
Wizards of the Gold College are alchemists, makers of magical potions whose spells deal with the power of transmutation. It is said that the most powerful Gold Wizards are able to create small samples of a legendary elixir, a marvelous potion that can not only turn lead to gold but extend life. Whatever the truth, accomplished Gold Wizards are typically very wealthy indeed.
Gold Wizard: M6 (lowest two of three dice) A3 D2 BP5 MP5 L1M Broadsword. You can create 50gp after each Quest.

Amber College
Wind of Magic: Orange, Dark Earth.
Symbol: Ghur, The Arrow of Nature.
Lore: The Lore of Beasts.
Wizards of the Amber College are rarely seen at their symbolic headquarters in Altdorf, instead dwelling in the wilderness far apart from the cities of mankind. Along with the gold college, theirs is a magic closely attuned to the earth, and they are often known as shamans. While comparisons may be drawn between them and the druids of the Jade College, they are more concerned with the raw strength of beasts rather than the more general forces of nature. Their spells allow them to commune with nature or even to take on the form of a beast.
Amber Wizard: M6 (lowest two of three dice) A2/* D3 BP5 MP5 L1M Spear, Dagger, Bracers. You can use any type of spear. Amber Wizards hate Greenskins, you can reroll one unsuccessful combat dice once when attacking them in melee.

Celestial College
Wind of Magic: Blue, Light Air.
Symbol: Azyr, The Comet of Power.
Lore: The Lore of The Heavens.
Wizards of the Celestial College are known as seers and astrologers, foretelling the future by watching the stars and the subtle alterations in their apparent positions caused by the warping effects of the unseen winds of magic. Celestial magic deals with the power of portents and foresight but also with the element of air and in battle they may call upon blustering winds or lightning blasts to fell their opponents.
Celestial Wizard: M6 (lowest two of three dice) A3 D2 BP5 MP5 L1M Broadsword. Take an extra magic card each turn after the cards have been dealt.

Grey College
Wind of Magic: Grey, Dark Air.
Symbol: Ulgu, The Sword of Judgement.
Lore: The Lore of Shadows.
Wizards of the Grey College are perhaps the best known by the common people and the most often imagined when one invokes the term of 'wizard', for they wander to and fro across the land, following fluctations in the winds of magic. Like Celestial Wizards, they to deal in the element of air and have power to call down storms upon their foes. Their non-combat spells pertain to various means of travel.
Grey Wizard: M6 (lowest two of three dice) A3 D2 BP5 MP5 L1M Broadsword. Grey Wizards hate Chaos, you can reroll one unsuccessful combat dice once when attacking them in melee.

Bright College
Wind of Magic: Red, Light Fire.
Symbol: Aqshy, The Key of Secrets.
Lore: The Lore of Fire.
Wizards of the Bright College are best known for their battle magic which harnesses the raw power of fire. As such, their magic tends to be very direct and highly destructive in nature but also requires a lot of power.
Bright Wizard: M6 (lowest two of three dice) A3 D2 BP5 MP5 L1M Broadsword. Your standard melee attacks are fire based.

Amethyst College
Wind of Magic: Purple, Dark Fire.
Symbol: Shyish, The Scythe of Death.
Lore: The Lore of Death.
Wizards of the Amethyst College are a secretive group, rarely speaking but rather communicating with each other by means of telepathy. They are mentalists, masters of the mind and the power of emotion and their spells typically reflect this. However, amethyst magic is closely tied to the element of fire and therefore they have very destructive battle spells as well. Amethyst Wizards are very distinctive in their hooded cowls, carrying ceremonial (but quite deadly) scythes and heavy tomes in their gauntleted hands.
Amethyst Wizard: M6 (lowest two of three dice) A3/ D2 BP5 MP5 L1M Scythe (attacks with three dice and can attack diagonally, two handed), Sword. You can use scythes. Amethyst Wizards hate Undead, you can reroll one unsuccessful combat dice once when attacking them in melee.

Jade College
Wind of Magic: Green, Light Water.
Symbol: Ghyran, The Coil of Life.
Lore: The Lore of Life.
Wizards of the Jade College are also known as druids, nature wizards who live in the forests and practice powerful rituals amongst circles of ancient menhirs inscribed with arcane runes. Their life-forces become inextricably entwined with that of the earth, such that they religiously go barefoot or with only sandals upon their feet at the most so that they may remain in contact with the life-giving soil. Every winter their spells ebb in power, whereas in springtime their bodies are renewed in vigor. Their spells deal with the raw forces of life and decay and as Jade Wizards are so in tune with nature, their spells tend to require little power to cast.
Jade Wizard: M6 (lowest two of three dice) A2 D3 BP5 MP5 L1M Sickle (classed as EU shortsword), Cloak Of Protection. You can heal up to 5BP of your own or a directly adjacent target once per Quest and this isn't classed as casting a spell.

Ice Magic
Winds of Magic: Cyan, Dark Water.
Symbol: Sharp Snow Flake.
Lore: The Lore of Ice.
The Frost Wizards have no official college in Kislev. The cyan wind blows so strongly over that region that any magically inclined individuals can readily make use of the destructive power of the ice wind. The cyan/ice wind of magic doesn't blow strongly enough across the Empire however for it to be learnt it's inhabitants, but this doesn't prevent an already skilled Frost Wizard from utilising their power in warming climates. Instead Ice Magic is practised by those in the colder regions north of the Empire, especially Kislev. The Empire and Kislev are firm allies and it isn't unusual for them to send reinforcements to aid each other, including Frost Wizards.
Frost Wizard: M6 (lowest two of three dice) A3 D2 BP5 MP5 L1M Broadsword. Standard melee attacks are ice based.
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Last edited by Gold Bearer on February 14th, 2016, 7:58 pm, edited 19 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.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


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Re: Collage Wizards and Spells

Postby whitebeard » January 21st, 2016, 10:24 pm

Google -> "define collage"
a piece of art made by sticking various different materials such as photographs and pieces of paper or fabric onto a backing.

Google -> "define college"
1. an educational institution or establishment, in particular one providing higher education or specialized professional or vocational training.

2. an organized group of professional people with particular aims, duties, and privileges.


:oops:

A "collage wizard" sounds cool, but I think we already call one who does not adopt a particular school (e.g. a non specialist) a "mage".
Has resigned from the forum and would delete his account if he could.


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Re: Collage Wizards and Spells

Postby Gold Bearer » January 21st, 2016, 10:29 pm

Huh?

These are from WH. They're called the eight collages of magic. HQ is set in the WH world, although probably before the collages were set up.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

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DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


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Re: Collage Wizards and Spells

Postby Once was Mortimer » January 21st, 2016, 11:25 pm

I think he means you may of misspelled college.

I'll have a better look at the spells when I get home
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Re: Collage Wizards and Spells

Postby Count Mohawk » January 21st, 2016, 11:58 pm

Hey, this is pretty cool. I remember seeing these on the original Agin's Inn. I wonder how your texts differ from Agin's originals? I'll come back later with a more informative post.


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Re: Collage Wizards and Spells

Postby Once was Mortimer » January 22nd, 2016, 1:06 am

Cool,need some balancing or at least rewording here and there. Personally don't like the idea of rolling a D6/3 than rolling that many combat dice, just seems like one step to many ... I'd either go for it do D6 damage or X Combat Dice of damage.

Did a similar thing back in my old HQ overhaul, but used a variety of the spells from different Warhammer Editions plus some Advanced Heroquest and Mordheim ones. Had Air become Celestial, Earth become Light, Fire become Bright and Water become Jade (Was going to have the other 4 colleges come in an overhauled Wizards of Morcar: Darkness became Grey, and I think I split Detection and Protection among other colleges). Also tried to do a power system like WFB 4ed had, but simply went with 'A spellcaster starts the game with a number of power tokens equal to their mind points' ... where power tokens where nicked from something like Warhammer Quest or some substitute.
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Re: Collage Wizards and Spells

Postby Gold Bearer » January 22nd, 2016, 8:48 am

whitebeard wrote:A "collage wizard" sounds cool, but I think we already call one who does not adopt a particular school (e.g. a non specialist) a "mage".
Once was Mortimer wrote:I think he means you may of misspelled college.
Gold Bearer wrote:These are from WH. They're called the eight collages of magic. HQ is set in the WH world, although probably before the collages were set up.
:lol: I have I blind spot for certain words. It's like dyslexia but more stupid. I've only just recently forced myself out of the habit of writing accept instead of except.

Count Mohawk wrote:Hey, this is pretty cool. I remember seeing these on the original Agin's Inn. I wonder how your texts differ from Agin's originals?
I looked at those years ago when I first found this sight. I've stayed away from them since then because I've been planning to do this and didn't want to be influenced by them. I've just looked at them and they're very different. A lot of the spells aren't even the same ones, none of the bright ones are the same. I'm not sure if that's because a different edition of WH was used or another source like WHQ or whether some of those spells are made from scratch. Some of his spells are really powerful. Flock of doom for example attacks D6 enemies with five combat dice each! I don't think he's stuck to the originals anywhere near as much as I have, they're more inspired by the originals than directly based on them. Mine are as close as I could make them to the WH versions, within reason. For example earth blood gives D3 instead of D6 magic cards and heals MP instead of BP. Being able to repeatedly fully heal wounds is a lot more powerful in HQ than in it is WH, which averages four turns in a game. In HQ four turns is a drop in the ocean.

Once was Mortimer wrote:Cool,need some balancing or at least rewording here and there. Personally don't like the idea of rolling a D6/3 than rolling that many combat dice, just seems like one step to many ... I'd either go for it do D6 damage or X Combat Dice of damage.
Three reasons for that. I've tried to keep them close to the WH versions, there's a lot of spells that deal direct attacks and it help differentiate them from each other and it makes the spells more powerful attack spells more unpredictable. Some are the complete opposite, attacking with skulls instead of dice and some are a mixture, Dsomething skulls.

Once was Mortimer wrote:Did a similar thing back in my old HQ overhaul, but used a variety of the spells from different Warhammer Editions plus some Advanced Heroquest and Mordheim ones. Had Air become Celestial, Earth become Light, Fire become Bright and Water become Jade (Was going to have the other 4 colleges come in an overhauled Wizards of Morcar: Darkness became Grey, and I think I split Detection and Protection among other colleges). Also tried to do a power system like WFB 4ed had, but simply went with 'A spellcaster starts the game with a number of power tokens equal to their mind points' ... where power tokens where nicked from something like Warhammer Quest or some substitute.
When I get hold of the magic cards rules I'll write out the system properly. Basically collEge wizards are potentially devastating but a lot of the time they either won't have the power to cast or the EWP will dispel so they're very much down to luck. Some might find them very frustrating to use but hopefully they'll be exiting enough when they do get a good turn to be worth the frustration when they don't.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


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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: College Wizards and Spells

Postby Gold Bearer » January 22nd, 2016, 6:07 pm

Updated with loads of small improvements, it should be a lot more readable now.

It's a pity I didn't get this done in time for Anderas' new pbp, I really want to cast the fate of Bunja!

Could someone with access to the cards please tell me if savage beasts of horrors is supposed to be power 1, that's not how I remember it.

Ice, High, Dark and Necromantic next.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


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: Collage Wizards and Spells

Postby whitebeard » January 22nd, 2016, 11:27 pm

Gold Bearer wrote:
whitebeard wrote:A "collage wizard" sounds cool, but I think we already call one who does not adopt a particular school (e.g. a non specialist) a "mage".
Once was Mortimer wrote:I think he means you may of misspelled college.
Gold Bearer wrote:These are from WH. They're called the eight collages of magic. HQ is set in the WH world, although probably before the collages were set up.
:lol: I have I blind spot for certain words. It's like dyslexia but more stupid. I've only just recently forced myself out of the habit of writing accept instead of except.


It is a cool forum that we have that you were able to go back and correct your silly spelling mistakes, even re-name the thread!

I still think you stumbled upon something brilliant! The "Collage Wizard" should have robes stitched together from his various vanquished wizard foes and his spell book is pure chaos of different sized pages and parchment types. :lol:
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Re: College Wizards and Spells

Postby Once was Mortimer » January 23rd, 2016, 12:06 am

Gold Bearer wrote:Could someone with access to the cards please tell me if savage beasts of horrors is supposed to be power 1, that's not how I remember it..


Power 1, what it says on my card.
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