Count Mohawk wrote:I've gone through the Spell crafting thread and collected a list of 9 magics for the Swamp Spell deck. In alphabetical order:
- Acid Rain: This spell generates a shower of corrosive black rain. Each Hero in the same room as the caster rolls one red die. Unless a 5 or 6 is rolled, one of that Hero's weapons or armor, chosen at random, becomes rusted and useless. Not effective against Artifacts.
- Acid Spray: This spell sprays a corrosive green mist at any Hero within Line of Sight. It will inflict 1 Body Point of damage to that Hero.
- Cloud of Flies: This spell summons a cloud of flies to fill any room or corridor. Until the caster's next turn, Heroes in that room roll one fewer Combat Die when attacking or defending.
- Fever: This spell will inflict a terrible fever upon one Hero within Line of Sight. He rolls one fewer Combat Die when attacking or defending. The victim may try to recover by rolling one Combat Die on each of his turns. If a white shield is rolled, he returns to normal.
- Insect Swarm: This spell summons many biting insects to attack one Hero within Line of Sight. The insects roll three Combat Dice to attack. Heroes defend against this spell with two Combat Dice. The insects then vanish.
- Noxious Spores: This spell fills one room or hallway with hallucinogenic spores. Until the caster's next turn, whenever a Hero attacks or defends in that hallway, he must re-roll all Combat Dice once and take the worse of the two rolls.
- Slime: This spell causes a sticky slime to engulf any Hero's feet, binding him to the ground. That Hero becomes unable to move. The Hero may roll one red die for each of his remaining Body Points at the beginning of his turn. If a 6 is rolled, the Hero breaks free of the slime, ending the spell.
- Slough: This spell may be cast on any one Hero. The ground beneath that Hero's feet suddenly turns into a slough! Put a Slough trap tile beneath the victim. The Hero may try to climb out of the Slough normally on his turn.
- Summon Basilisk: This spell summons a Basilisk to do the caster's bidding, which appears on any square adjacent to the caster. The Basilisk may move and attack at once.
I tried to get a good mix of the spells suggested in the original thread. Anyone else can suggest changes if they think something really needs one, but if nobody has any such qualms I would suggest moving ahead as though these are complete.
Electing for 9 spells isn't bad, but consider that both the EQP and BQP are limited to 6 new spells for 10 themed Quests. This suggests the standard for Hero Quest: less is more. Six new spells should amply suffice for the four lower-powered swamp Quests. I wouldn't look to the original EU expansions for a general guide, as WoM was exclusively about spell casters and thus contained 4 sets of 6 spells, while its companion release, AtOH, included complex text and tokens that don't work with spell cards.
Therefore, of the 9 spells presented above, I'd drop three of the following spells: Acid Rain as a double-power Rust feels OP and is a Dawayne Agin/Flint spell--Sjeng intended our new spells to be separate. Slime should be redone or dropped as well for the same reason of borrowed-authorship separation. Fever has the same debuff as Cloud of Flies but requires tracking of a condition. Noxious Spores is yet another debuff , but it requires extra rolling and has been suggested for a trap instead. Slough requires tracking and reference of new rules that will already be available for use as a trap. Summon Basilisk doesn't feel like the published summoning spells for lower-powered Quests that strategically place a protective wall of multiple monsters as a reaction of the caster--it's simpler to include a Basilisk as part of the contents of a room.
Regardless of whether nine or six spells are used, I like most of the wording of the write-ups by Count Mohawk, except for two instances. First, I'd go with the commonly accepted grammar governing singular nouns and use "one less combat die" rather than "one fewer combat die." Second, I think the Fever/Cloud of Flies debuffs should be differentiated again, allowing for both spells to be included more meaningfully within a set of six spells.
My picks for Swamp Spells would be (including 3 reworked, new spells):
- Cloud of Flies (Count Mohawk version)
- Insect Swarm (Count Mohawk version)
- Acid Spray (Count Mohawk version)
- Will-'o-wisp (a rewording of Goblin-King's version)
- Swamp Summons (A combination of undead summoning spells)
- Tangling Vines (move restriction and debuff)
Will-'o-wisp
Gaseous balls of energy appear, sparking
maliciously. This spell may be cast on any
monster, including the caster. That
monster may roll two extra combat dice
when defending. The spell is broken when
the monster suffers 1 Body Point of
damage. [edited]
Swamp Summons
This spell conjures up a group of putrid
undead to attack the caster's enemies.
(Swamp Skeletons and Zombies have 1
extra Body Point. Place them adjacent to
the caster.) Roll one red die:
Roll 1 or 2 = 3 Skeletons
Roll 3 or 4 = 2 Skeletons, 1 Zombie
Roll 5 or 6 = 3 Skeletons, 2 Zombies
Tangling Vines
This spell may be cast to ensnare one Hero
in tangling roots and vines. That Hero may
not move and rolls one less combat die to
defend. The spell can be broken on a
future turn by the Hero rolling one red die
for each of his Body Points. If a 6 is rolled,
the spell ends. An adjacent Hero may also
try to end the spell using a special action.
There are a number of other spells from the 5. HQ25 - Spells, tiles, mechanics and misc topic that aren't presented here. An index of links for all spells in the topic can be found in this post.





























