by Templar » May 27th, 2012, 3:33 pm
My playtesters have noted that some of my spells have a lot of text, and that it takes a rather long time to decide which spell groups to choose.
So, to cut down on preparation time, I've made a crib sheet. I categorized each spell group between Very offensive/Offensive/Balanced/Defensive/Very defensive (2 each) and describes each spell's effect with a few lines, after which the practical meaning is summarized.
Short spell descriptions
Fire Spells (Very Offensive)
Ball of Flame: Intense heat burns the victim beyond recognition. Direct damage.
Fire of Wrath: Vengeful flames seek out and surround the victim. Direct Damage.
Courage: All of the targets fear and caution disappear. Boosts player, several turns.
Death Spells (Very offensive)*
Hunger: The victims feel week and unfocused. Weakens victims, area effect, One turn.
Age: The victim is aged half a lifetime in an instant. Direct damage but can affect the caster.
Plague: Disease starts to spread between the victim and individuals in the vicinity. Direct damage but can affect the caster and other players, several turns.
Light Spells (Offensive)
Portable Sun: A bright sphere is created to help all players see their opponents better. Boosts players, one turn.
Spear of Light: A concentrated light beam penetrates all in its path. Direct damage, area effect.
Teleportation: The target player disappears with a BAMF! and reappears somewhere else. Affects movement, one turn.
Necromancy (Offensive)*
Raise Skeleton: One recent killed monster is reanimated as a skeleton. Creates creature, several rounds.
Raise Zombies: Up to two recently killed monsters are reanimated as zombies. Creates creatures, one turn.
Soul Theft: The caster attempts to suck out some of the victim's soul from its body. Direct Damage.
Air Spells (balanced)
Genie: A magical djinn appears to make way for his master, or attack an enemy. Choice of effect.
Tempest: A local storm cloud is formed around the paralysed victim. The victim loses a turn.
Swift Wind: Tailwind helps the target to move faster. Affects movement, one turn.
Witchcraft (balanced)
Forked Lightning: Powerful electric sparks spreads from the caster’s fingers. Direct damage Area Effect.
Luck: The target finds that all manoeuvres he or se attempts leads to surprisingly good outcomes. Boosts player, several rounds.
Familiar: A creature from another dimension is summoned to help his master to carry equipment or remove traps. Choice of effect.
Water Enchantment (Defensive)
Sleep: The victim has to struggle to stay conscious. Weaken monsters, several rounds.
Veil of Mist: A vapour screen covers the targets movement. Affects movement, one turn.
Water of Healing: Life-giving water gives new strength to the target. Heals Player.
Art of Transformation (Defensive)
Wolf form: The target turns into an uncontrollable werewolf. Boosts player but can affect other players, several rounds.
Ether Shift: The target is transferred into the supernatural plane, as the body turns into ghost plasma. All movement is slowed, but is no longer affected by worldly things. Boosts player, several turns.
Regeneration: A healing wave spreads through nearby heroes. Heals Players, Area Effect.
Earth Spells (Very defensive)
Rock Skin: The player's skin becomes as hard as granite. Boosts player, several turns.
Heal Body: Invigorating energies of the earth flows through the target. Heals Player.
Pass Through Rock: The target shifts in and out through walls and stone blocks as if they were air. Affects movement, one turn.
Wilderness spells (Very Defensive)
Shadow Hunter: The target blends into the ambient shadows to increase battlefield control. Boosts player, weakens monsters, several turns.
Enhanced Senses: The eyesight, hearing, reflexes and sense of balance of the target is enhanced. Boosts player, several turns.
Haste: The target’s stamina is pushed to its peak. Affects movement, several turns.
*The death spells and necromancy spells can only influence living or recently killed monster, not the undead or the recently destroyed undead.
Any toughts or comments are most welcome.
"If you have to ask, you're streets behind..." - Pierce Hawthorn