Gold Bearer wrote:Nice spells.

I really like that mechanism of being able to extend spells at the cost of mp.
There's a few things I noticed that could be clearer. This is meant to help rather than criticise.
Thanks, and duly noted.
Gold Bearer wrote:Soothing Breeze: Can each hero individually decide to heal 2bp, 2mp or one of each, or cast the caster decide and it's the same for everyone? I think the second option is nicer.
Yes, the caster decides.
Gold Bearer wrote:Trip: Maybe needs a slight rewording, fall down to the ground instead of prone to the ground. This spell is a good idea but I think it's OP. If they can't move they won't be able to attack if it's used when the monsters are revealed, so that's tempest on the whole room basically.
I would have actually preferred just "falls prone" but but I'm not sure why I added the extra words. And I imagine some heroes would be adjacent to monsters when they get up because they will want to hit them. Shouldn't be an issue, I think. As far as being OP, perhaps. But then again, the power level across the board has gone up slightly when compared to base system heroes.
Gold Bearer wrote:Circle Of Shielding: How long does it last?
Hm, good point. What would you suggest?
Gold Bearer wrote:Thunderstorm: OP.
Yup.
Gold Bearer wrote:Breath Of Life: Needs the same clarification as Soothing Breeze.
Agreed.
Gold Bearer wrote:Sense Terrain: Could ruin a quest. I don't think it should last for the rest of the quest. An mp test every turn would be much better in my opinion.
Actually, I think you're right. When we playtested this, the player would cast this on the very first turn of the quest before even moving off the starting stairs. And they arranged movement so his character went first, basically acting as a automatic trap detector. It was kind of unfun on my end. I would think it would be better to have it last one turn, with additional turns requiring spending 1MP. At the very best-case-scenario, a Geomancer with a full 8MP would be able to make the spell last 11 turns (8MP plus 3 regenerated per 3 turns).
Gold Bearer wrote:Ember Weapon: It would weaken a battle axe. Maybe adds two combat dice.
For just one attack, though? Even still, I can see the merit in having it add combat dice instead of a fixed number.
Gold Bearer wrote:Animate Undead: I'm not sure about a spell that can be used twice.
I was on the fence about this very point for a while. But I gave in and gave the benefit to the players. I felt it was thematically fitting.
Gold Bearer wrote:Circle Of Death: OP.
Yep.
Gold Bearer wrote:Bravery: Fear?

The Chaos Spell of the same name. It should probably be noted in the text. Good catch.

Gold Bearer wrote:Life Force: OP? Or is it because it's a prayer?
Well, it seemed a pretty cleric-y thing as a party buff, comparable to D&D's Mass Bless. Plus, it only affects players who are already damaged, so if someone is at full health, they can't gain the benefit.
Gold Bearer wrote:Flock Of Doom: OP? I don't know if these spells are supposed to be more powerful so I'm going to stop saying that.
Yep, see my comment earlier.
Gold Bearer wrote:Hunter's Moon: What if they don't do any damage? Do they do 1bp damage?
If they roll all shields on an attack, they still do 1BP damage.
Gold Bearer wrote:Light Of The Moon: Same problem as Sense Terrain.
Indeed.
Gold Bearer wrote:None of my swamp spells are in there.

It's cool, none of my own swamp spells are in there, either. There are SO MANY good ones to choose from, it was difficult to narrow it down to only 6.

No hard feelings, yeah?
Thanks for the detailed feedback, it is very much appreciated!