Daedalus wrote:After revisting this thread, I wanna take a crack at clarifying and nerfing this spell to my satisfaction. It uses a partial blocking idea from
Leostante's Ice Wall spell.
Invisibility
You become invisible, moving
unseen until the start of your
next turn. While invisible, you
can't attack, but neither can you
be attacked nor spells be cast
upon you. Should you block LoS
to another, the missile attack or
spell cast on the target to inflict
Body points of damage instead
affects you. Discard after use.
And the Wizards of Zaron version:
Invisibility
This spell may be cast on any
one Hero, including yourself. He
becomes invisible until the start
of your next turn. The Hero can't
attack or be attacked, nor may
spells be cast upon him. If the
Hero blocks LoS to another, the
missile attack or spell cast on
the target to inflict Body points
of damage instead affects him.
Missile attacks and line-of-effect spells like Ball of Flame or Arrows of the Night may now affect an invisible character player indirectly if he stands in the way; he still shields the character behind but must himself risk the damage. "Conjured" spells like Tempest or Genie and buff spells like Water of Healing or Courage may now be cast upon a LoS-blocked figure behind the invisible character as it is still visible to the caster. Indirect spells like Lightning Bolt or Cloud of Chaos may also affect an invisible character since they target areas (You can run, but you can't hide!)
.
Reading this forum in preparation for our group embarking on it in about a month (we have 1 more quest in Against the Ogre Horde). We have been playing that they get current and previous expansion benefits as they are unlocked, so all these spells will be new.
Daedalus brought up a point I hadn't seen mentioned in the rest of the thread about spells and line of sight, but I don't agree on some of his assessments. For example, Ball of Flame does not state that it is a projectile, it just requires line of sight. If the consensus from this new Invisibility spell is that
1) you are unseen and move through enemies (similar wording to Veil of Mist, so this is an improvement over that spell)
2) attack, be attack, or affected by spells
The effects of this spell, tactically, are that:
1) You get the effects of Veil of Mist, but you may not attack (so if you want to attack, use Veil of Mist)
2) You get the effects of Tempest as a debuff on any enemies he is blocking--they can still defend, but they effectively cannot attack who is in front of them. However, it is a buff instead of debuff (not that they can defend/save against Tempest, which is crazy in games like this!).
3) The player who receives Invisibility is a movement block against approaching enemies before and after his turn (unless cast upon himself). Good for stopping an advance, or good for blocking being followed.
4) This allows the wizard, or elf with the double cast potion 'Potion of Magical Aptitude' (and assuming everyone gives the Wand of Magic to the wizard...), to cast invisibility on the person in front of him in a crowded hall and then have clear line of sight to the person behind him for casting a different spell.
5) Allows players and monsters to have line of sight when otherwise they wouldn't for crossbow or ranged attacks.
6) Agree that area of effect magical attacks still hit (Fireburst trap--they differentiate between magical traps and spells in the Treasure Deck card additions), and the person cannot be directly targeted due to lack of line of sight. Reading the raw reading of the spell text, you also would evade a Lightning Bolt, Firestorm, Cloud of Chaos, etc.
I tend to like to boil things down like this. Lots of spells have interesting tactical applications, and this spell is very impressive now that I'm reading up on it.
Does anyone else houserule that the wizard, with Talisman of Lore, can get another spell school, or the Elf can get 1 extra spell? I feel like that encourages them taking it off the barbarian