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Spell Life

Posted:
January 14th, 2014, 10:02 pm
by Redav
So, there's a couple of spells that can last for longer than a turn (say Rock Skin and Courage which have specific conditions for them) but I was wondering whether people have been making or changing spells / potions / objects last longer than the current turn? I was thinking about how it might be possible to keep track of spells etc in play and when they expire. I figure that you could simply have a turn track that has slots for say four turns (or whatever maximum length of spell etc) where you place the card in play and when the first hero has their turn, these cards move a slot.
Re: Spell Life

Posted:
January 15th, 2014, 5:56 am
by Tott
ive made a few spells and effects that last until the end of the game, +1 body or +1 mind buffs for example. things that last for a number of turns are a bit more difficult to do though. you could just use a spare dice and every turn move it to show how many turns are left.
Re: Spell Life

Posted:
January 15th, 2014, 10:27 am
by torilen
I usually go with the idea of counter tokens - you could use cards, too, if you want to keep everything the same
size (same size cards as the spell cards) - I think these make it much easier to see and identify if the hero is
using such a spell, and therefore gets forgotten about less.
Re: Spell Life

Posted:
January 15th, 2014, 11:26 am
by Teldurn
I've made a couple of custom spells that last more than a turn. There are generally two ways I like to handle them, because I think having stuff that lasts X random number of turns is something that could be hard to track. If you forget for a turn or two, oops!
The first is the spell lasts until certain conditions are met (i.e., there are no more monsters you can see), or lose 1 Mind Point every turn if you want to keep the spell going. I feel these are easier to keep track of.
Re: Spell Life

Posted:
January 21st, 2014, 1:38 am
by Daedalus
Another way to keep track of spell or potion duration is to rotate the card 90 degrees after applying the effects to the target. When the card is rotated back to the upright position, the card is removed from play 4 turns later. Fewer turns can be specified by altering the turn-ending orientation. Extra turns could be added by flipping the card and continuing rotation.
Re: Spell Life

Posted:
January 21st, 2014, 4:11 am
by chaoticprime
I made a spell that works like Rock Skin, but is fire-based and instead of increasing your defense it inflicts damaging against those attacking the caster. It also expires if the caster is hit.