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Is the Amethyst spell "Alter Allegiance" to good?

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Re: Is the Amethyst spell "Alter Allegiance" to good?

Postby RECIVS » September 5th, 2025, 2:10 pm

Dieterdg84 wrote:To get back on topic on this.
What about this on Alter Allegiance:

The Wizard may pick six enemy models within six squares. Each of the chose opponents must make an Intelligence test. If the test is failed, the model changes side - it is now controlled by the Wizard player, and may even attack its former comrades. The effect lasts for 2 combat rounds, then the affected models reverts to enemy status.

Not really playtested this yet, but I think this might be somewhat comparable to a fireball spell damage wise? And now there's a chance they survive the spell and fight back, instead of just running away.

I think this is a good solution that may work for purists, though I wouldn't fix the number of targets—it could make the spell even more repetitive. Also, I would restrict its duration to one combat turn to make it more consistent with other spells of the type. Two turns may still be overpowered for a starting spell, particularly if the caster is allowed to control a whole group of enemies without having LOS to them—the stronger opponents should have decent INT anyway.

As I posted above, however, the Amethyst spellbook in EAHQ and EAHQ 2nd Edition is the one with more non-projectile spells with LOS requirements, so I'm not sure how "thematically coherent" this fix would be in the end. Besides, it doesn't make the spell more (or less) interesting. It's still as repetitive as ever; it just becomes less of a game breaker.

P.S.This post kind of summarizes my whole point in this thread in a very practical way.
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