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Oh smeg, I missed that. Okay, I'll try a 3BP 7MP version. He's going to be a bit fragile but those chaos spells are better than normal ones so maybe it's better balanced this way, I might even keep the change.Sotiris wrote:You have not enough Mind for 4 set spells.
Mind 6:
- 1= basic intelligence, 1 movement die
- 2= 2nd movement die
- 3= spellcasting ability
- 4= 1st spell set (custom: "Chaos spells: Dominate, Mind Blast, Mind Lock) - no effect against undead
- 5= 2nd spell set
- 6= 3rd spell set
50 gold coins spare.
gootchute wrote:Keep in mind: Water and Air are already in use. So since there are only 2 elemental sets remaining; the other three spell sets must include at least one of the Wizards of Morcar schools.
Gold Bearer wrote:Can have a maximum of two Element spell sets.
1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US
3BP, US
4BP.

Gold Bearer wrote:Dominate: If the Sorcerer rolls at least two skulls more than the target does then you can immediately take a turn using the target. The target has then used its turn so can't go again until the next round?
Mind Blast: That's fine.
Mind Lock: Target is frozen for one turn for each skull the sorcerer scores has in excess of the targets number of skulls. A frozen target is unable to perform any action, including defending.



Couple of clarifications. I think the sorcerer should still get to move if he hasn't already after casting Dominate, it shouldn't end his turn, and I think it should be reworded so that they don't work on any creature with 0BP rather than on undead. I've house rulled that one anyway for any spells like that. Not Arrows Of The Night though, or do you think it should apply to that as well? I think it's even an official rule in the US version. I'm sure I read that. Maybe it would clear up Arrows Of The Night.Sotiris wrote:Gold Bearer wrote:Dominate: If the Sorcerer rolls at least two skulls more than the target does then you can immediately take a turn using the target. The target has then used its turn so can't go again until the next round?
Mind Blast: That's fine.
Mind Lock: Target is frozen for one turn for each skull the sorcerer scores has in excess of the targets number of skulls. A frozen target is unable to perform any action, including defending.
I have the same opinion, so let's keep it as you wrote it.
I know, those spells are overpowered BUT don't forget that every spell requires succesfull dice rolls and my addition that cannot be used against undead. I find it fair enough.
I'm tempted to take Fire, Air and Darkness because that's probably what he'd end up with in my rules and that's what I've always imagined him with, and they really suit him but he's only got 3BP and the Air spells are already being used so I'll go with Fire, Earth and Darkness. Icon D2. I think that's supposed to be the the AHQ wizard anyway, which is who the sorcerer is loosely based on.Sotiris wrote:SPELL SETS
Any spellcaster can choose free his spell sets. The only penalty i add is that i BEGIN the quest with +1 token for every group..copy.
example: if 3 spellcasters choose the "Spells of Detection" then Zargon begins the Quest with 2 tokens. Nothing else.
Oh yea, it was him that died.gootchute wrote:GoldBearer, my Nightblade is dead, the Inquisitor who was tracking him now joins his former party to judge whether they knowingly aided the fugitive. Check the game for the details, I had fun writting the introduction
gootchute wrote:As you exit the cavern of the Kobald Temple, weary and beaten, you are suddenly surrounded by a score of dour looking men on horseback. They wear black robes over dark stained armor. One steps forward and removes his hood, his bald head tattooed with scripture and holy sigils. Flowing strands of parchment citing laws hang from his robes rippling in the breeze. A storm is coming.
"I am Gernaldo, adjudicator of justice for Holy Solkan. You have been judged guilty of harboring a fugitive who goes by the alias: Fritz Von' Hougan-Hoffan. His crimes include; malicious conspiracy against the Remean throne, murder of a High-Priest of our order, and consort with agents of Chaos. His sentence is death. Lead us to his hiding place and you will be allowed to redeem yourselves through your future deeds in the eradication of evil. I shall accompany you as an observer until you have proven your commitment to this cause. Resist and you will suffer the same judgement as the accused. What say you?"
"Very well then. My chief high priest Magnus will also be joining us." Magnus dismounts from his horse as he too removes his hood and steps forward. "Er, that's not a..." Magnus very briefly puts his index fingure up to his lips and winks with a cheeky grin on his face.JasonMCM wrote:Greetings Sir Inquisitor. I regret to inform you that Fritz Von' Hougan-Hoffan fell in glorious battle against the forces of chaos. His spear riddled body lays in the cave behind us and all that remains of his possessions are but a few daggers. If you would excuse us we have made plans to visit the nearest town and spend our well earned loot on arms and armor.
1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US
3BP, US
4BP.


Gold Bearer wrote:Couple of clarifications. I think the sorcerer should still get to move if he hasn't already after casting Dominate, it shouldn't end his turn, and I think it should be reworded so that they don't work on any creature with 0BP rather than on undead. I've house rulled that one anyway for any spells like that. Not Arrows Of The Night though, or do you think it should apply to that as well? I think it's even an official rule in the US version. I'm sure I read that. Maybe it would clear up Arrows Of The Night.
Gold Bearer wrote:I'm tempted to take Fire, Air and Darkness because that's probably what he'd end up with in my rules and that's what I've always imagined him with, and they really suit him but he's only got 3BP and the Air spells are already being used so I'll go with Fire, Earth and Darkness. Icon D2. I think that's supposed to be the the AHQ wizard anyway, which is who the sorcerer is loosely based on.


I was thinking that he would take the dominated monsters turn right after it's cast.Sotiris wrote:Movement+Action or Action+Movement. Ofc he may move after his action (Dominate) and then he plays the dominated monster.
Oh okay, I assumed because of the way skills are paid for you had to stick with the sets you choose. I'll take Fire, Air and Darkness then and hope for the best. I might change if others want those spells, even though I don't have to.Sotiris wrote:Air spells are used in the previous quest by tasoe but for the new quest he didn't decide yet, so it is still available.
I remind you all that you are allowed to choose a spell group that has already been chosen with a +1 token penalty.
1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US
3BP, US
4BP.






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