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New spells

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Re: New spells

Postby econmaniadude » May 22nd, 2012, 8:29 am

Yeah, but with rolling defense die, tougher monsters have a better chance of surviving. Rolling 4 defense dice and needing one black shield is much easier than rolling one red dice and needing a 5 or 6. Plus, you still need to roll a skull to hit.

with 1 defense die they survive 58% of the time
with 2 defense dice they survive 65% of the time
with 3 defense dice they survive 71% of the time
with 4 def dice monsters survive 76% of the time

If you had to roll a skull and then they defend with a 5 or 6 it would be 67% survival. So, weaker guys would survive more often, but stronger ones (3 or more defense dice) would be easier to kill.

I guess it is possible to clear the room if you get really lucky.

In the room with 12 skeletons, it would take out, on average, 4-5 monsters, which is very powerful. Maybe it could be limited by saying only the closest 5 undead are hit? On average, in a room full of undead, that gives the likelihood of killing 2 of them.

Interesting to add the idea of using smite evil as an interupt. Hadn't thought of that. Makes it more powerful, for sure.


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Re: New spells

Postby torilen » May 22nd, 2012, 8:53 am

Normally, for something like that, I like to say it hits all adjacent creatures...undead, in this case.
This would include the diagonals, as well.
The caster takes a real chance letting them get that close - but nice pay off, perhaps.

Daedalus - yes...it might cut down on the memorable fight for some...but you have to figure that
by the time they reach RoTWL, they should be kind of powerful, and the wizard should be doing
big damage like that on occasion. That would still be quite memorable - a caster taking out a
large number of undead like that.


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Re: New spells

Postby Daedalus » May 23rd, 2012, 2:52 pm

@econmaniadude-
Ohhhh...I didn't get that the attack die needed to be rolled first--I thought that the wording meant an auto-hit., much like the Euro version of Fire of Wrath. Things work out a lot better if an attack roll must first be rolled to hit, as you amply documented. Thanks for clearing that up. Without that detail, I figured go with the red die model of the N. Amer. rules--think the Chaos-spell Firestorm, that also affects multiple creatures. The combat die model also works fine though, as shown in the original European system. As you stated, using a combat die scales the power of the spell against different undead. That's reason enough for the extra die-rolling if that's what you are after.

Might I suggest altering the wording a bit? Change "All undead in one room or hallway are hit with one attack die. They may defend as normal." to "Attack each undead monster in one room or hallway with a combat die." I left out They may defend as normal as the Genie spell doesn't include this--defending is an assumed part of combat when attack is used (instead of are hit with). Also, consider expanding Attack each undead monster with the phrase within line of sight unless you mean the spell to be used anywhere on the board.

On a seperate note, I came across a Storm spell from Wizards of Morcar. It's called Hurricane, and has some similarities in wording and effect to your Air Blast spell. The art is also very appropriate. Go to the Homepage buttons and check it out if your interested.
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Re: New spells

Postby econmaniadude » May 24th, 2012, 11:04 am

I will check it out - thanks!


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Re: New spells

Postby cynthialee » May 24th, 2012, 12:54 pm

mind if I jump in with some whimsy?
no?
cool!

Thinking about Air Spells due to this thread this just came to mind:
Disrobing Blast
The caster may target a monster with an intense blast of air that seeks to shred the clothing and armor of the target. The target suffers no damage but they are striped nude. Targets that are sentient will be likely to run away in shame. Roll D6, on a roll of a 6 the target may stand and fight. Their attack dice is not effected but they may only roll 1 dice defence for the remainder of the game. Those targets who flee in shame will be removed from the board if the are able to get out of line of sight of all Heroes.
Might be a fun Chaos Spell. Give a Hero a chance to find new threds from the dead. (most likely from the corpses of the enemy...) hehehe

Edit to add: Obviously ussing this on undead would be a waste of time as undead are mindless and will not react to shame and they do not rely on armour and clothing for defense.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: New spells

Postby Sjeng » May 24th, 2012, 1:55 pm

someone is watching too much dirty anime :P
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Re: New spells

Postby cynthialee » May 24th, 2012, 2:17 pm

nope....I has a dirty mind on my own. Besides the thought of seeing the barbarian unclothed (even if in only my mind) is priceless.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: New spells

Postby Daedalus » May 24th, 2012, 6:20 pm

I gotta figure the Barbarian wouldn't be too likely to be psychologically affected by such a Chaos spell (by the way, this has a bit in common with another WoM Storm spell called Thieving Wind). I mean, the guy is the loincloth poster-child, after all. His reaction would likely be, "Do you feel a draft?", then back to the fray.

Ninny Wizards and pansy Elves with their higher Mind scores should be more suceptible, I think. How about a Hero must roll equal to or higher than his Mind score to resist the shaming effect and break the spell immediately or at the beginning of his turn? It's bad enough for armored Barbarians and Dwarfs to lose their high Defend values anyway. I'd even allow a 6 or even 5 or 6 to nullify the powerful armor-breaking effect (same roll). In the case of a Wizard with a Talisman of Lore, I'd say the spell blows his robes/pants over his head, revealing a thong.

This spell would potentially function as a kind of Super-Rust, where the real damage would be the loss of expensive armor. :o (Borin's Armor and the Wizard's Cloak should be Disrobing Blast resistant.) I wouldn't want to be at the game table when a player lost such valuable equipment to a home-brew spell. :x That's why the N. Amer. Rust spell was toned down to only affect any one metal sword or helmet (but not Artifacts). At very high Quest levels, stripping armor could work as a level-appropriate coin-draining device, however.
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Re: New spells

Postby torilen » May 24th, 2012, 7:41 pm

I simply find it quite interesting that cynthia asks a question and then answers it herself. :)


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