gootchute wrote:So what about chaos Dwarf Magic? I think using the regular Chaos Spells is appropriate, or adding a select few spells. Actually; why are we making the Fimir spells into a new deck anyways? Why not just pick the best 4-5, make up another few for the Chaos Dwarves and package the whole set of 9 as generic Chaos Spells so they are more versatile? It's not as if the fire Chaos Spells have different images on the back compared to say, the command and sleep spells!
knightkrawler wrote:I think we could make a deck of 6 spells (analogous to Wizards of Morcar) for the Fimir. They are thematically the Swamp spells because they live there. The name "Fimir spells" somehow doesn't sit with me well, cause the theme is lacking in name.
Remains a plethora of spell ideas that could make an additional 6 (or even 10 or 12) chaos spells to be assigned to (along with the game system ones) magicuser NPCs other than Fimir directly in the quests. Like the Kobold Whateverspellcasterwewriteupforthem.
That mixes it up a little.
knightkrawler wrote:Fimir use Swamp spells, and if you want to give your Fimir hag for one quest more variation you include some chaos spells.
All other spells we come up with could be Chaos spells. Or maybe we make another type of spellcaster who also gets 6 spells of his own.
Sjeng wrote:I like the idea of Swamp Spells for this quest pack. Fimir can use them, but also any other Bog monster, like the kobolds, should someone use a kobold shaman.
We can of course draw inspiration from the Fimir spells, but we've got plenty of ideas already, so I think we're doing fine. And we all seem to be on the same page indeed
These are probably just ideas right now, and we need to review all spell ideas after we choose 6, and then reword them to fit on a card and be clear, so there won't be any misinterpretation.
As I see it, 6 Swamp spells and 6 Chaos spells could work nicely. While there have been sufficient ideas generated for Swamp spells, we shouldn't miss the opportunity to spice up other parts of the Quest Pack with some themed Chaos spells in the vein of the EQP and BQP. Beastmen and Chaos Dwarves need more definition, and even Kobolds and Cultists could benefit from more attention. Some ideas:
- Veil of Mist This spell may be cast on any one monster, including the spellcaster. On the monster's next move, it may move unseen through spaces that are occupied by Heroes. [A call for Fimir Fog spells got me thinking about this conversion, but it works great as a Chaos spell. It gives M/Z a much-needed trick for dealing with the stagnation of door-guarding.]
- Summon Beastmen This spell conjures up a group of Beastmen to surround and protect the spellcaster. Roll one red die:
Roll a 1, 2, or 3 = 4 Beastmen
Roll a 4 or 5 = 5 Beastmen
Roll a 6 = 6 Beastmen - Frenzy This spell causes any one Beastman to become so wild that it rolls an extra attack this turn.
- Shield of Protection This spell allows the spellcaster and all Beastmen in the same room to roll one extra combat die in defense until the beginning of the spellcaster's next turn. [This is a conversion of the Orc Shaman spell. Maybe change Beastmen to monsters]
- Summon Kobolds This spell conjures up a group of Kobolds to surround and protect the spellcaster. Roll one red die:
Roll a 1, 2, or 3 = 3 Kobolds
Roll a 4 or 5 = 4 Kobolds
Roll a 6 = 5 Kobolds [Maybe the Kobold's mob ability over-powers this spell, but I hope tactical Heroes will be less vulnerable.] - Sharpen Axes This spell allows all Chaos Dwarves in the same room or corridor as the spellcaster to roll an extra combat die in attack for this turn. [This is a conversion of the Orc Shaman spell. Maybe change Axes to Blades and maybe change Chaos Dwarves to monsters]
- Doom This spell forces a wave of despair upon any one Hero so that he defends with only one combat die. The effect can be broken at once or on a later turn by the Hero rolling one red die for each of his Mind Points. If a 6 is rolled, the effect is broken. [This is a Cultist ability conversion. It makes a Cultist's weak attack more effective at any Quest power level and makes monster team-ups scarier.]
- Mask of Chaos This spell focuses untold horror upon any one Hero. The victim must reroll any successfull Attack and Defend Dice on his next turn, accepting the second result. [This is a Cultist ability conversion.]
- Corruption This spell channels profane power upon any one Hero which inflicts 1 Body Point of damage for each Cultist in the room or corridor. The victim may resist by immediately rolling one red die for each of his Mind Points. For each 5 or 6 rolled, the damage is reduced by 1 point. [This is a mash-up of GK and CM's Cultist ability suggestions. Damage could be changed to a static 2 Body Points rather than a variable amount dependent on Cultists.]





























