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Some HQP Spells

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Re: Some HQP Spells

Postby Teldurn » Monday July 28th, 2014 5:16pm

Gold Bearer wrote:You could use the mechanic I used with my brainwave spell. It can take a hero above their maximum MP but if it does they loose one every turn until it's not above their usual max. That way they could use life force before a big fight and it wouldn't be so op. Not letting it e cast when there's monsters in sight would be a nice option I think. It would still be a hell of a spell. I'd consider dropping it to at least 3BP and MP as well.

Both are good options, and combined I think they still do a good job of keeping the concept intact while also bringing down the potency without being overpowered.

Gold Bearer wrote:Toxic Cloud
The caster conjures a stinking cloud of toxic gasses. Place the toxic cloud tile (2x2 square) so that at least one square of it is in the casters line of sight. Any non undead/Nurgle/swamp based character that starts their turn in a toxic cloud rolls a combat dice. On a skull they miss their turn due to coughing and choking on the foul vapours and on a black shield they miss their turn and suffer one body point of damage. The cloud lasts for as long as the caster is alive.

Great. Now I have to see which spell I have to knock out.... :/

It's loosely based on a spell called stinking cloud from a very old D&D computer game. That was my favourite spell. I don't know if they still use it. They probably still at least use something very similar I would have thought.

Stinking Cloud was around in 3.x as a spell, and in 4e as a power. My guess is it'll probably make an appearance in 5e as a spell as well.
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Re: Some HQP Spells

Postby Gold Bearer » Monday July 28th, 2014 5:49pm

Teldurn wrote:
Gold Bearer wrote:Toxic Cloud
The caster conjures a stinking cloud of toxic gasses. Place the toxic cloud tile (2x2 square) so that at least one square of it is in the casters line of sight. Any non undead/Nurgle/swamp based character that starts their turn in a toxic cloud rolls a combat dice. On a skull they miss their turn due to coughing and choking on the foul vapours and on a black shield they miss their turn and suffer one body point of damage. The cloud lasts for as long as the caster is alive.
Great. Now I have to see which spell I have to knock out.... :/
:) It should have a rule that the caster can end it at any time though. 'The cloud lasts for as long as the caster is alive or chooses to end the spell.'

Teldurn wrote:Stinking Cloud was around in 3.x as a spell, and in 4e as a power. My guess is it'll probably make an appearance in 5e as a spell as well.
Nice to know it's still around.
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Expanded Combined Spells: viewtopic.php?f=38&t=4296

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Re: Some HQP Spells

Postby Teldurn » Wednesday July 30th, 2014 10:12pm

Gold Bearer, I remember why I chose not to use Toxic Cloud. I didn't want to introduce a new tile. Still admittedly a really cool concept and description, but that was why I decided against it. :)
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Re: Some HQP Spells

Postby Gold Bearer » Thursday July 31st, 2014 12:55pm

You could always use the cloak of shadows tile. Then the only problem is if someone casts cloak of shadows. I was going to use that tile with a green hue. ;)

Edit: Now I think about that circle of shielding spell I think an mp test would be better because if it can be extended it for a round using 1MP then that's five potentially rounds that an enemt magician can't cast. That's too much and would ruin those enemies. Using 2MP to expend it could work. Three rounds max. It would still have to be a powerful magician to survive that long, especially if they're on their own. Maybe even 3MP if you're using the talisman of lore, it would be a good reason to give it to the wizard instead of the barbarian. It suits him more anyway and it would create an interesting choice for the hero players.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

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Re: Some HQP Spells

Postby Daedalus » Tuesday August 26th, 2014 3:42pm

After commenting in the HQP skills thread, I'm spent. Just gonna say after scanning the first groups of spells and glancing at the lot: well done! It's easy to see you took great care to get a cohesive Hero Quest look.
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Re: Some HQP Spells

Postby Teldurn » Tuesday August 26th, 2014 3:58pm

SLACKER! ;)

But more seriously, thank you. I always look forward to your well-informed feedback, whenever that may be. :)
|_P
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Re: Some HQP Spells

Postby knightkrawler » Wednesday August 27th, 2014 10:37am

Teldurn wrote:SLACKER! ;)

But more seriously, thank you. I always look forward to your well-informed feedback, whenever that may be. :)
|_P


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Re: Some HQP Spells

Postby Teldurn » Wednesday August 27th, 2014 11:08am

Faster in what way, KK?
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Re: Some HQP Spells

Postby knightkrawler » Wednesday August 27th, 2014 12:21pm

Making a new coherent HQ.
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Re: Some HQP Spells

Postby Teldurn » Wednesday August 27th, 2014 12:35pm

Aha, I see. Well, considering I started this roughly around January of this year, I actually thought I'm going rather slow. Entire complex RPGs have been written in half the time as this.

But I suppose, thinking on it now, this project has a lot of different and interconnected moving parts that need to be coordinated. Even still, 8 months of almost continuous development seems like a long time for something to only be about 70% done.
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