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Clairvoyance

PostPosted: October 29th, 2018, 12:43 pm
by wallydubbs
Most of the time Spells of Detection won't get picked and it's partially due to this card. They can always open the door themselves and find out.

The card does not specify it, so I don't think it would be breaking any rules by adding the little bonus of pointing out traps in the room the hero picks. The spell says that Morcar (or Zargon) would lay out the contents of the room, I think a trap should count... it would make the spell slightly more effective.

Re: Clairvoyance

PostPosted: August 28th, 2020, 6:17 pm
by WiseOne
I've only ever considered it that way as the point of the spell. It allows you to see a trap in front of a door that way and other traps. Main reason you might take these.

Re: Clairvoyance

PostPosted: August 30th, 2020, 10:56 am
by lestodante
As you use it to see something that still have to happen (what you'll meet inside once you will enter) I guess you may intend it reveals the traps too, as it may happen that you will enter and fall into the trap.
also this set of spells is very poor in my opinion so it will need a boost.
I did an additional (Level 2) set of three spells for each group of spells, including the ones from Wizards of Morcar, so that Protection and Detection are now a lot more appetible to players.

Re: Clairvoyance

PostPosted: August 31st, 2020, 8:06 am
by wallydubbs
The spell also says if the hero picks an empty room he may NOT try again.

However if you want to go 1 step further adding value to this spell, you don't have to count shaded areas on the quest map as a room. As the rulebook states, the shaded areas are considered stone. So if the Wizard casts this spell but picks a room that is just a shaded area on the map it does not count as a room and he may try again.

Re: Clairvoyance

PostPosted: April 30th, 2021, 9:43 am
by The Admiral
lestodante wrote:As you use it to see something that still have to happen (what you'll meet inside once you will enter) I guess you may intend it reveals the traps too, as it may happen that you will enter and fall into the trap.
also this set of spells is very poor in my opinion so it will need a boost.
I did an additional (Level 2) set of three spells for each group of spells, including the ones from Wizards of Morcar, so that Protection and Detection are now a lot more appetible to players.


Where would I find these please?

Re: Clairvoyance

PostPosted: April 30th, 2021, 12:19 pm
by iKarith
wallydubbs wrote:The spell also says if the hero picks an empty room he may NOT try again.

However if you want to go 1 step further adding value to this spell, you don't have to count shaded areas on the quest map as a room. As the rulebook states, the shaded areas are considered stone. So if the Wizard casts this spell but picks a room that is just a shaded area on the map it does not count as a room and he may try again.


I'd say that the wizard learning the contents of the first ROOM they select (including traps) is appropriate here. If you pick a room that's empty, tough luck. If you pick a non-room (stone), you haven't picked a room yet. That seems to sort it for me. If Spells of Detection are still seen as not useful, it won't be because of this spell.

Huh, would it show traps that are otherwise not searchable? That would be useful indeed!

Re: Clairvoyance

PostPosted: April 30th, 2021, 1:17 pm
by wallydubbs
iKarith wrote:I'd say that the wizard learning the contents of the first ROOM they select (including traps) is appropriate here. If you pick a room that's empty, tough luck. If you pick a non-room (stone), you haven't picked a room yet. That seems to sort it for me. If Spells of Detection are still seen as not useful, it won't be because of this spell.

Huh, would it show traps that are otherwise not searchable? That would be useful indeed!


Thank you.

Do you mean like a magical trap? A fire burst trap for instance?
The way I play it, magical traps can only be detected by the Wizard on a Search for Traps action. No other hero can detect them unless the Elf has 5 Mind Points. So in this instance, if Clairvoyance is used by the Wizard , then I think yes, he should be able to detect such traps. But it's up to Morcar.

In like manner I give Spells of Protection a boost too, the Dispell, I allow to disarm magical traps as well.

Re: Clairvoyance

PostPosted: April 30th, 2021, 2:22 pm
by Sotiris
My Clairvoyance version:
Image
If the hero picks a room/corridor on the gameboard that is solid rock that's it, he took his information.

Re: Clairvoyance

PostPosted: May 1st, 2021, 7:59 pm
by lestodante
The Admiral wrote:
lestodante wrote:As you use it to see something that still have to happen (what you'll meet inside once you will enter) I guess you may intend it reveals the traps too, as it may happen that you will enter and fall into the trap.
also this set of spells is very poor in my opinion so it will need a boost.
I did an additional (Level 2) set of three spells for each group of spells, including the ones from Wizards of Morcar, so that Protection and Detection are now a lot more appetible to players.


Where would I find these please?


Tthey are in this post: Wizard MAGIC STAFF: Phoenix, Sea, Stone & Wind (+new spells)
but in Italian, still need translation.
Approssimatively they are (feel free to help with wording):

Trap Reveal: roll a red die, reveal as many traps and secret doors as the result of the die (as the Evil Wizard Player prefers) by placing their tiles (even in unexplored rooms)
Vision: the Evil Wizard Player will cover half of the map on the questbook and the notes, then will show you half of the map. You have 10 second to memorize what you are seeing.
Visual Connection: the Wizard can SEE by the eyes of any other Hero so he can cast spells at a target he cannot see but in the line of sight of another Hero. It is an ability, do NOT discard this card.

they become available to the Wizard once he get the Gem of Telor and other artifacts (discussed in the same post).

Image

Re: Clairvoyance

PostPosted: May 2nd, 2021, 4:41 am
by The Admiral
Thanks.