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Combined Spells

PostPosted: July 23rd, 2018, 2:04 pm
by Gold Bearer
COMBINED SPELLS



BASIC

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.

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.

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.

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

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

Purification - Water Of Healing + Heal Body
Fully restores BP and MP and cures any hostile spell effects.


FULLY MERGED SPELLS

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.

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.

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.

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.


ADVANCED

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.

Purification - Water Of Healing + Heal Body
Fully restores BP and MP and cures any hostile spell effects.

Re: Combined Spells

PostPosted: July 23rd, 2018, 2:21 pm
by Gold Bearer
Edit:
A great way to use these would be to not tell the player the specific combinations and let them figure it out for themselves. If they try two that don't work together than they could just choose one to cast but still discard both.


mitchiemasha wrote:Which ones would you like to see changed? I thought most the rules were the same. I just removed words and used a standardised key to fit it all in 1 page. I'd love to get this finished but when i jumped on board you washed your hands of it.

Personally I'd love to see the spell combining evolve in to a book of it's own, quite like A HQ quest book. The different levels of combining spilt out in sections, with bulk text filled with fluff and lore. Not forgetting some nice artistry showing off some of the spells might! Nothing like some good graphics to inspire a young heroes imagination to try these in game. Images of the artifacts, rings, staffs etc that enable the caster these abilities.

The table would be a mere reference somewhere amongst the back pages.
It would need to be done in a way that lets people integrate them however they want but they'd be no harm in doing quest treasure cards for them as an option. I had a storm wizard that was specifically designed for them so he gets all element sets but lower movement and 3BP/7MP. If it turned out to be a bit op I was going to make combining cost 1MP. I also had it in my leveling system for the standard wizard, the basic version at veteran, the three in one spells at master and the rest at legend.

I don't remember the rules you changes exactly, I've got it somewhere on my computer, I'll find it later. I just remember that I though the spells where more fiddly than before. One of the best things about it I thought was how simple the combined spells were (and how simple is it implement them) yet how well it works with the theme of the new spell and the effects of the two that make it up. Most of them just take one of the spells and make it anywhere on the board and target a whole room. Lullaby is anywhere on the board because genie is and it's the genie that's casting it, backdraft (still my favourite and the one that sparked the idea) is anywhere on the board because fire of wrath is, cyclone is anywhere on the board because pass through rock literally allows the tempest spell to pass through rock.

I remember that the healing spell is quite weak, it just allows a full heal. I thought about rising BP and MP above the maximum and maybe having them drop by one each turn until they're back to normal but I think a better idea might be to include that it dispels any hostile spell effects they might be under as well as the heal. I renamed that spell so it matched the US potion that had the same effect but it should have a different name with a different effect. Restoration and rejuvenation are take though, er purification. I also think maybe combining all three spells in a set should cost 1MP.

Re: Combined Spells

PostPosted: November 5th, 2018, 7:17 pm
by benvoliothefirst
I absolutely love mods that preserve the sanctity of the original game, and this set does that in spades. Beautiful work.

I think I will play these with Gold Bearer's suggestion to let the players discover them naturally. More fun that way.

I also think they should have to take an extra turn per spell to cast combos, reinforces the RPG-like casting/cool down mechanics, and makes the players work to protect the wizard for everyone's benefit. The wizard should have to concentrate for a turn, and if he isn't disrupted, he won't cast anything on the first turn but will cast the combo spell in the second. If he's disrupted, he loses the first spell but can choose to start over with the second spell.

Maybe if that is too much of a limiting factor, I can have the wizard "accelerate" his casting by a turn by burning a mind point.

This is not a concise description, so maybe a play by play:

Hero Turn 1: Wizard attempts Backdraft (Fire of Wrath + Swift Wind), uses an action, "taps" Fire of Wrath, doesn't cast anything.
Evil Wizard Turn 1: Orc shoots wizard with arrow, 1BP damage, Backdraft disrupted, has now lost Fire of Wrath but can still use Swift Wind. Turns in card. ::sad trombone sound::
Wizard Turn 2: Wizard decides to cast Wind Storm (Swift Wind + Tempest) instead, uses an action, taps Swift Wind, doesn't cast anything.
Evil Wizard Turn 2: Wizards concentration isn't disrupted, yay!
Wizard Turn 3: Wizard taps/turns in both Swift Wind and Tempest, uses an action, he now casts Wind Storm!

This introduces a tactical challenge: Which spell should the wizard burn first, knowing the spell might be disrupted?

Alternatively, he could burn a mind point and cast the spell on one turn as normal.

With three-spell combos (there needs to be a word for this, a triad?) you would have to balance speed vs. tactics. Can the rest of the party protect you for 3 whole turns? If not, do you burn 1 MP to cast the spell in two turns, or burn two MP and cast the whole thing all at once?

With the larger-BP monsters that people use, I wonder if the effects of the three-turn spells justify the timing. Is this too complicated? What do people think?

Re: Combined Spells

PostPosted: November 5th, 2018, 8:52 pm
by j_dean80
The Wizard will run out of useful spells faster than usual.

Re: Combined Spells

PostPosted: November 5th, 2018, 9:03 pm
by torilen
I'll chime in here with a possible answer to the question: Does it take more turns to make this all happen?

I would suggest this: For any magic user who wants to be able to use these combinations, I would simply
state, if roleplaying fluff form, that there are in-depth, special instructions for combining them. The spells
words, movements, and material components are combined in some way...maybe using some words from
one spell, some from another, some from another...same with the movements and materials...so that each
spell involved in the combination is represented. BUT, it has to be done in a very specific manner and order,
which is why it takes time and study to learn how to do it.

I would say it still takes place during one turn, however.

Re: Combined Spells

PostPosted: November 5th, 2018, 11:33 pm
by mitchiemasha
I'd post a link of my table quick reference of this idea... But last time it wasn't so welcomed due to a few changes and the heavy abbreviation to fit it on to 1 small page.

Re: Combined Spells

PostPosted: November 16th, 2018, 8:12 am
by Gold Bearer
I can't reply properly at the moment, I'm in a hotel lobby in Amsterdam and I haven't got long.

One thing I think I should add is that the elf can't combine all three spells and the wizard can't use two spells from the same set, that way they both get there own unique combined spells, the elf gets three and the wizard gets nine doubling both plus the wizard gets the four three in on spells.

benvoliothefirst wrote:I absolutely love mods that preserve the sanctity of the original game, and this set does that in spades. Beautiful work.

I think I will play these with Gold Bearer's suggestion to let the players discover them naturally. More fun that way.

I also think they should have to take an extra turn per spell to cast combos, reinforces the RPG-like casting/cool down mechanics, and makes the players work to protect the wizard for everyone's benefit. The wizard should have to concentrate for a turn, and if he isn't disrupted, he won't cast anything on the first turn but will cast the combo spell in the second. If he's disrupted, he loses the first spell but can choose to start over with the second spell.

Maybe if that is too much of a limiting factor, I can have the wizard "accelerate" his casting by a turn by burning a mind point.

This is not a concise description, so maybe a play by play:

Hero Turn 1: Wizard attempts Backdraft (Fire of Wrath + Swift Wind), uses an action, "taps" Fire of Wrath, doesn't cast anything.
Evil Wizard Turn 1: Orc shoots wizard with arrow, 1BP damage, Backdraft disrupted, has now lost Fire of Wrath but can still use Swift Wind. Turns in card. ::sad trombone sound::
Wizard Turn 2: Wizard decides to cast Wind Storm (Swift Wind + Tempest) instead, uses an action, taps Swift Wind, doesn't cast anything.
Evil Wizard Turn 2: Wizards concentration isn't disrupted, yay!
Wizard Turn 3: Wizard taps/turns in both Swift Wind and Tempest, uses an action, he now casts Wind Storm!

This introduces a tactical challenge: Which spell should the wizard burn first, knowing the spell might be disrupted?

Alternatively, he could burn a mind point and cast the spell on one turn as normal.

With three-spell combos (there needs to be a word for this, a triad?) you would have to balance speed vs. tactics. Can the rest of the party protect you for 3 whole turns? If not, do you burn 1 MP to cast the spell in two turns, or burn two MP and cast the whole thing all at once?

With the larger-BP monsters that people use, I wonder if the effects of the three-turn spells justify the timing. Is this too complicated? What do people think?
Thank you. Let me know how it works, especially them figuring out the spells as they go along.

j_dean80 wrote:The Wizard will run out of useful spells faster than usual.
If he uses lots of these he will yea, that's the cost.

mitchiemasha wrote:I'd post a link of my table quick reference of this idea... But last time it wasn't so welcomed due to a few changes and the heavy abbreviation to fit it on to 1 small page.
Because it's annoying when I get everything nice, tidy, simple and balanced and then somebody comes along and tries to mess it up by changing the way things work rather than expanding on the idea like Benvolio. Can't you just do the reference sheet without changing anything?