I've been thinking about modifying the spell system to address that. in this system;
- the back of all spellcards are the same regardless of magic school,
most spells have more than one copy.
all of a players spells are held face down,
at the start of the quest a player draws cards equal to his mind points to his hand,
at the start of each turn a player draws cards so that his hand is equal to his current mind points, if needed.
when a card is spent is it placed in a discard pile.
when all cards are gone from the draw pile, the player shuffles the discard pile and starts again.
a player may discard up to one card per turn without 'casting' it - this is not counted as his action this turn and may still cast a spell.
I've made three new spells for each of the four schools, I haven't had a chance to mock up any spell cards yet as id like some feedback first of all.
here they are:
Fire
Ball of Flame (x4)– This spell may be cast on any one monster, enveloping it in a ball of fire. It will inflict one body point of damage which the target may defend against normally. You may add one extra point of damage for every 4 Mind points the caster possesses.
Courage (x4) – This spell may be cast on any one player. The next time that hero attacks he may roll one extra combat dice. This spell is broken the moment the Hero can no longer ‘see’ a monster. The target may roll one extra combat die for each 4 mind points the caster possesses. Courage my only be active on one player at a time.
Fire of wrath (x4) – This spell must be cast on two or more monsters in the same room or corridor as the caster. The spell will attack with as many combat dice as the caster has mind points and these dice may be distributed amongst the monsters as the caster chooses. Each target may only be attacked once per Fire of Wrath.
Fire Lance (x3) – This spell may be cast in any straight or diagonal line. It will inflict 3 points of damage which the target may defend against normally. Fire Lance may effect up to two targets providing they are in the same line. The damage done and the number of targets affected is increased by one for every 5 mind points the caster possesses.
Lava Pool (x2) The caster may place a Lava pool anywhere within his line of sight. Any monster or player passing through that pool will suffer one body point of damage from which they may not defend. Only one lava pool may exist at any one time.
Phoenix Hatchling – (x1) This spell may be cast on any one monster or player anywhere on the board. The phoenix will seek out the target and attack OR restore a fallen ally to life and restore lost body points. When attacking, roll combat dice equal to the casters mind points. body points restored is equal to the casters total mind points. Targets may defend against the damage normally.
Water
Veil of Mist (x4) – This spell may be cast on any one player. On the Hero’s next turn he may move unseen through any spaces occupied by monsters.
Sleep (x4)– This spell puts any monster into a deep sleep so they may not move, attack or defend themselves. The spell can be broken at once or on any future turn by rolling one red die for each of its mind points. if a 6 is rolled the spell is broken. May not be cast on undead.
Water of Healing (x4) – this spell may be cast on any one player; Its magical power will restore lost Body points up to the casters total Mind Points.
Water of Life (x2) – this spell may be cast on any one player, the magic of this water can restore a fallen ally to life and restore up to one lost body and mind points. The body and mind points restored is increased by two for every 5 mind points the caster Possesses.
Vitality (x3) – This spell may be cast on any one player. The targets maximum and current body points is increased by 1. This spell is broken the moment the Hero can no longer ‘see’ a monster. The target gains one extra body point for each 4 mind points the caster possesses. Vitality my only be active on one player at a time.
Mermaids Path (x1) The caster may place a mermaid pool anywhere within his line of sight. On any following turn, he may place a second mermaid pool anywhere else within his line of sight. Players and monsters stepping into one pool will be instantly transported to the other pool. The may never be more than two mermaid pools at any one time.
Air
Tempest (x4)– This spell will create a small whirlwind that envelops one monster of your choice. That monster will then miss its next turn.
Swift Wind (x4)– This spell can be cast on one Hero of your choice, including yourself. That hero may then roll twice as many red dice as normal the next time he moves.
Enlightening Breeze (x4)– This spell may be cast on any one player. The targets maximum and current mind points are increased by 1. This spell is broken the moment the Hero can no longer ‘see’ a monster. The target gains one extra mind point for each 4 mind points the caster possesses. Enlightening Vapours my only be active on one player at a time.
Gale – (x3) The caster must cast this spell on one target who is in a straight line in front of him. That figure is then forced back in a straight line until he hits a wall, trap or another figure. Each figure affected suffers one point of damage. The damage done is increased by one for every 5 mind points the caster possesses.
Hurricane (x2) – This spell will create a small hurricane that affects all monsters in the same room or corridor as the caster. These monsters will lose 1 body point and they attack with one less combat dice (minimum of 1) next turn. They will also only be able to move only half their normal spaces until the casters next turn. The damage done is increased by one for every 5 mind points the caster possesses.
Genie – (x1) This spell conjures up a genie that will do one of the following: open any door on the board (revealing what lies beyond), OR it will attack any monster anywhere on the board. The genie attacks with as many combat dice as the casters total mind points.
Earth
Rock Skin (x4)– This spell may be cast on any one player. The next time that hero defends he may roll extra one combat dice. This spell is broken the moment the Hero can no longer ‘see’ a monster. The target may roll one extra combat die for each 4 mind points the caster possesses. Rock Skin may only be active on one player at a time.
Pass Through Rock (x4)– This spell may be cast on any one Player. That Hero may then move through walls on his next move. Caution! There are shaded areas on each Quest Map which indicate solid rock. If the Hero ends his move in one of these areas, he is trapped forever!
Heal Body (x4)– This spell may be cast on any one Player. Its magical power will restore lost Body points up to the casters total Mind Points.
Wall of Stone (x3) – you create a magical wall of stone that covers 2 squares. The wall defends with 2 combat dice and has as many body points as the casters total mind points. Only one Wall of Stone may be on the board at one time.
Earth Shield (x2) - This spell may be cast on any one player. They gain a magical shield with two body points which will take damage instead of them. The player cannot lose body points until the shields body points have been reduced to zero. The shields body points may not be healed in any way. The shield gains one extra body point for each 3 mind points the caster possesses. Earth Shield my only be active on one player at a time.
Golem – (1x) Creates an earth elemental to do its masters bidding. The Golem moves and fights as follows.
Attack = 1 dice Body = X
Defend = 3 dice Mind = 1
Move = 6 dice
Where X equals the casters total mind points.

































