Goblin-King wrote:Yes exactly what I was thinking. When I think "Swamp magic" I think of debuffing magic rather than straight out offensive spells.
Target get -1 combat die to defense for a round.
Weakened attacks
Rust effects - I like the acid rain!
anti movement
Hallucination
Yes, I like all these ideas. I also have no problem with swamp magic being offensive, either.
Goblin-King wrote:Current suggestions are "Swamp Magic" or "Bog Magic" - Feel free to pitch in!
In keeping with the other spell decks, I feel we should keep it "X Spell" or even in the EU format, "Spells of X." So, my suggestion would be "Marsh Spell".
Gold Bearer wrote:Just a few ideas:
Cloud Of Flies: -1 A & D until the casters next turn (maybe on a whole room and doesn't affect swamp type creatures.)
Swamp Beast: Summons a swamp beast using gargoyle model if there's nothing else.
Rot/Putrifaction: D3 BP damage on a directly adjacent target.
Insect Swarm: Several (d6?) one combat dice attacks.
Disease: Roll a combat dice every turn, on a black shield loose 1BP and on a white shield it wears off.
Talisman spells for scrolls and the talisman spell book artefact:
http://forum.yeoldeinn.com/viewtopic.php?f=38&t=2454&p=41262#p41262
Aside from being confused how at Insect Swarm works, I like these ideas. Kind of on the fence about including Talisman stuff whole cloth.
knightkrawler wrote:SLOUGH SPELL: This spell may be cast on any one hero. The square that hero is occupying suddenly turns into a slough slowly pulling the hero under. He must try to climb out of the swamp according to the Swamp trap rules.
SLOUGH TRAP: A hero falling or sinking into a slough trap must try to climb out of it before he can move and act normally. At every turn, he may roll one combat die for every current Body point he has, but at least two. Only if he rolls a white shield he succeeds in climbing out and onto an adjacent square. At his next turn, he may move and take action as normal. If he rolls a black shield, however, he loses 1 Body point. Alternatively, a hero in a slough trap may discard any Earth spell to immediately climb out and onto an adjacent square.
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I wanted to relate this trap to health and strength, but not risk the wizard's life too much. It might be tweaked a little (no less than 3 CD per attempt mayhaps) but I'm not sure if it's necessary. Once in a while, a hero can die.
The trap doesn't have to be created by the spell, but can be a new trap for the quest pack. The trap is hidden like a game system trap and treated like one when triggered. Of course, it can not be disarmed normally, but maybe by discarding any earth spell card?
Hope you guys like the ideas. I can also supply us with a scan of Descent 1st edition mud markers to print out the trap tiles.
Yes to all this.
As a final thought, for the Fimir Spell redux specifically, I think we should keep it at 9 spells, and have each monster access a small number of them, maybe 3 or 4 at a time. All depending on the monster using the swamp magic.