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wallydubbs wrote:A lot of these spells I've played with the utmost flexibility, which have opened up interesting scenarios: like Clairvoyance, I allowed the Wizard to look at the next card in the treasure deck when looking into a room. This was East Gate of Keller's Keep (my group's Wizard had a tendency to always use it on the middle room), so when he checked the middle room to see Dread Warriors and Fimirs, I pulled up the next Treasure Card to reveal a Magical Trap (Fire Burst).
In this same quest the Elf picked spells of Protection, thinking to use Dispel against Borrok. I also allowed Invisibility to allow the Invisible hero search options. So the heroes used the Fire Burst trap to their benefit, sending in the Invisible Dwarf to do a treasure search, trigging the Fire Bust trap while the other heroes blocked the doors, preventing the monsters from escaping. The Fire Burst didn't kill all the monsters in the room (only 2 Fimirs) but weakened the Dread Warriors enough for the heroes to get through the battle. It offers fun times that the heroes will potentially pull off once or twice a campaign, so I allowed it.

manaknight14 wrote:Okay, while I don't think I would adopt a lot of the suggestions you made in your post, this bit is one of the coolest things I've ever seen. Your heroes were able to take two non-combat spells and a bad treasure card and improvise an anti-monster nuke? That's awesome.

wallydubbs wrote:I'm open to constructive criticism, what's wrong with my suggestions?
wallydubbs wrote:I think a fix for Cloak of Shadows would be to allow the spell caster to disperse the spell at any point. He has the power to create the spell, seems like he should have the ability to remove it. It's up to Zargon if this would require an action or not.
wallydubbs wrote:When it comes to Dispel, based on the name alone I allowed this spell several alternate uses: in addition to randomly discarding an enemy's spell; if a hero is afflicted with a Dread/Chaos spell, this spell will remove it; it may be used to disarm a magical trap (I allowed only Wizard's trap search to detect magical traps); or disarm magically sealed doors (my own implementation where heroes need to use a mind point roll to open certain doors). I understand wanting to give it the same use as the MotM Dread Spell, but that's what Potion of Magic Resistance is for.
wallydubbs wrote:In reading the Warcaster's spells, Shield of Protection would be rather nasty if it was a Wizards spell that could effect all heroes. I would've given this to heroes and just forget about Invisibility altogether.




wallydubbs wrote:I think overall Invisibility is a poor spell and it shouldn't be strictly for the Wizard's use only. In regards to the principal of this spell (protection), it only allows the Wizard safety for 1 turn. This doesn't give me any reassurance regarding its value. Casting it on another hero would definitely be more useful and certainly if we gave it longevity, like Disappear. I was hoping for improvements on these spells, but limiting Future Sight, Treasure Hoard and Invisibility strictly to the Wizard (or Elf) severely limits their value. Jungles of Delthrak offered turn order variants, allowing heroes to change up their turn order each round, which I found to be fair, as it's something I've often offered to implement at my own table, this made the old Future Sight much more powerful. Limiting this to the Wizard, who very rarely exceeds 2 attack dice revoked any desire to pick spells of Detection, certainly when Treasure Hoard has a high probability of failure (He better have the Knight present to offer Knight's Challenge). No thank you, these are not spell groups I can get behind, like you, I'll be implementing my own version of the spell.



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