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Expanded Spell Groups

PostPosted: August 21st, 2010, 5:48 pm
by torilen
So - I've been working on this for a while now. I figured out a way to expand the spell groups from
just fire, water, air, and earth - while still keeping to the elemental-style of naming that the original
game system used.
Realize that I'm not done yet - I still have some spells to create and write up, but here is a good
preview of what I've done so far.
I hope everyone enjoys these.
OH - and drathe, since you put so much work into placing the blank card templates on here for us, I
finally got around to using them. This has not only a written description of the spells, but also has
the spell cards at the end.

EDIT - The file has been updated - find it a few posts below. Thank you.

Re: Expanded Spell Groups

PostPosted: September 2nd, 2010, 1:27 pm
by Ryno
I really really like these spells (once I finally took the time to read them) I am always trying to find ways to make the wizard better because gosh does he suck. I'm totally looking forward to the rest of your spells!

Re: Expanded Spell Groups

PostPosted: January 19th, 2011, 4:30 pm
by SinghSTAR
Wow! Looks like you've spent a good amount of time on these. I like that you've kept the same 'elemental theme'. I must ask though- the use of the 'Disguise' spell?

Re: Expanded Spell Groups

PostPosted: February 27th, 2011, 9:08 pm
by torilen
sorry - didn't see that someone had written anything back on this thread.

Disguise...well, I look at game design mostly from a total role-playing game
point of view...so I'm thinking of this as having combat and non-combat
encounters...both with allies and enemies.

BUT...if you were looking at it from just the board game perspective...then
one could use disguise to make themselves into a goblin or orc or fimir,
and get into the middle of a group, and start beating the crap out of them...
or maybe use it to get close to a spell caster to take them out quickly.

Re: Expanded Spell Groups

PostPosted: February 27th, 2011, 9:26 pm
by Jaguar69
Cool, so basically you could move in and out and past groups of monsters without being attacked...until you start beating the crap out of them!! I would assume the spell then wears off, as you have given yourself away!

Re: Expanded Spell Groups

PostPosted: February 28th, 2011, 3:11 pm
by torilen
I didn't really think that part through - but...one could do it both ways. Either it ends when you attack, much like the
invisibility spell for dungeons and dragons.
OR - it would stay for a specified amount of time, and you stay looking like the enemy. In this case,
you would need some sort of roll (based on Mind Points) for an enemy to determine whether you are
the friend or not, unless you stay in the same space the whole time...in which case they would not
become confused.
Of course...if you did it this way - perhaps your allies would need to make a roll to determine if you're
friend or foe, as well. Could add some fun to the game. hehehe

Re: Expanded Spell Groups

PostPosted: February 28th, 2011, 3:49 pm
by gravaillon
Very good spells in general... I think I will use them. Thanks for sharing

Re: Expanded Spell Groups

PostPosted: March 25th, 2011, 3:12 pm
by torilen
Okay - I finally finished up my expanded spell group "booklet". I added the missing spells, and added two more
spell groups. They are a little of the trail when it comes to the whole "elemental" theme of heroquest, but they
still work pretty well and don't pull you too far out of the feel of the game.

I haven't put them into card form yet - I did have some done originally...but a lot of the spell descriptions are long
and hard to put onto cards. If anyone wants to help cut them down, while keeping the "rule of the spell" intact, feel
free to go to it. I'll try to get them on cards soon.

Until then, enjoy.

Here is a link to another thread I've made - the link for the expanded spell list is there:
viewtopic.php?f=38&t=879&p=7965#p7965