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New spells

PostPosted: May 18th, 2012, 12:43 pm
by econmaniadude
Had a new idea for a spell. Probably a scroll, but maybe use it in the Air deck. What do you think?

Air Blast

Select a monster. Move that monster in a straight line until it encounters a wall or piece of furniture. For each space the monster is moved, roll one attack die. Monster may defend as normal.

Also, once I have made the card, how does one "publish" it on the forum/site?

Re: New spells

PostPosted: May 18th, 2012, 2:08 pm
by cynthialee
I like it.
Post the card on this thread.

Re: New spells

PostPosted: May 18th, 2012, 5:35 pm
by Daedalus
Sounds fun. What if another figure is encountered--could damage be split between the two? Also, I'd put a cap on the combat dice--you don't want to go too far beyond a Genie spell if you want it balanced. How about limiting combat dice to no more than the spellcaster's current Mind score? That way, a Wizard would be able to push harder than an Elf. If it were a scroll, then it wouldn't do a whole lot when used by a weak-minded Barbarian.

Re: New spells

PostPosted: May 20th, 2012, 3:08 pm
by econmaniadude
Thanks for the quick replies.
So, this is a dumb question, but how do I post the image here? Is there a direct way, or do I need to save the image to some other site and link it through the url?

thanks

Re: New spells

PostPosted: May 20th, 2012, 5:04 pm
by torilen
If it is the same as a pdf - upload it (at the bottom of the post screen...upload attachment).
Once it is uploaded - there is an option to view in-line - click on your typed post where
you would like the image to go, and then push the view in-line button. It should place
it right where you want.

Again...that's if it is the same as loading a pdf.

Re: New spells

PostPosted: May 20th, 2012, 8:52 pm
by econmaniadude
Image

Here it is.

I added in a cap of 4 dice, so it isn't as powerful as genie - but does move monsters away. I know monsters don't trigger traps, but if there was already a pit trap open, I suspect you could launch a monster into a pit (might be an interesting use).

Again, maybe could be adopted into Air Magic ( i think several of the basic spells are really weak - the mage is not a lot of fun to play).

Re: New spells

PostPosted: May 21st, 2012, 12:33 pm
by drathe
Launching monsters into other monsters would be the best use of this spell. Two-for-one!

Re: New spells

PostPosted: May 21st, 2012, 2:42 pm
by econmaniadude
Ok, so the next thought I had regarding spells is for a paladin character. I was thinking these three spells, and have the set up like the elf - 4 MP, 6 BP, 2 attack but with a shield as well, so 3 defense.

Some questions:

Spells: I wanted spells that are relatively close in power to the ones from the game, but maybe a little weaker (healing everyone 1 point is not as helpful as one person 4 points, re-rolling misses for one round is good, but not as good as getting extra combat dice, hitting multiple creatures is great, but they have to be undead, you still have to hit and they get defense dice)

Are the spells too weak? The re-roll would get a little better in later quests when you have a better weapon, but that is all

Do you think starting the character with a shield is too much?

Does the MP and BP seem right, or should they be adjusted?

I want something that is interesting, but not so appealing everyone wants to play it.

Here are the spells:
Image

Image

Image

Re: New spells

PostPosted: May 21st, 2012, 3:08 pm
by torilen
First - for the Air Blast spell - personally, I would rule that launching a monster onto a trap would
not actually be the monster triggering it, but the hero (indirectly).

Second - for these three new spells - I would not allow the undead a defense roll. I would make it against
all of them...or if you wanted to restrict it a bit, make it all those within a certain distance. As for the
smite evil, I would make it so they cast that on another hero...not for use on the caster. And perhaps
put in a statement saying that it can be used as an interrupt...just before another character's turn.
That way it doesn't get wasted.

Just my thoughts.

Re: New spells

PostPosted: May 22nd, 2012, 4:28 am
by Daedalus
I'd limit the Searing Light spell further by allowing affected undead to roll a red die instead of a Defend die. They take no damage if a 5 or 6 is rolled, just like Fire of Wrath. This is much better for the monster than rolling Black shields. The specificity limit of undead is traded off for affecting greater numbers. Overall I'd say it's still more powerful than most spells, as it has the potential to mostly clear a room full of Skeletons or Zombies. In Return of the Witch Lord, this could prove unbalancing in certain Quests--particularly Quest 6 where 12 Skeletons are present in a single room for a tough, memorable fight.