I recently started to try to improve/solve some of the less great aspects of this all around good game. My ambition is to change as little as possible and keep the feel of the game.
The first thing I thought about was that few people selects the wizard due to his, shall we say, more team orientated play style, and that he dies pretty easily. Since I didnt want to change the character as such, I just thought I could add more schools of magic. This means that when choosing spells the wizard can find specific (and hopefully exciting
So, these are my new spell schools so far, with spells: (translated from swedish, so some things might get confusing)
Light Spells
Teleportation: You have to give up your movement this turn. Choose any square you can see, or a square you can't see no more than 8 squares away. Move your miniature there immideatly.
Portable Sun: You, and all other heroes in the same room or corridor rolls one extra dice when attacking, until the spell is broken. The spell is broken at the end of your next turn.
Spear of light: Choose a square no more than four (Edit: initially five) squares away. Monsters and heroes on a square crossed by an uninterrupted line between you and the target square is attacked with two combat dice each.
Death spells
Plague: Choose a player or living monster that gets attacked with one combat dice. Before the evil wizard's turn choose another living figure in the same room or corridor as the first victim, who is also attacked with a combat dice. Choose a new miniature each round in the same room or corridor until there is no new legal target.
Age: Choose a living monster or a player anywhere on the board. Roll four combat dice. For each skull rolled, the victim loses one body point. For each black shield rolled the player loses a body point. The figure targeted and the caster can roll a normal dice for each respective intelligence point. If a six is rolled by the hero or the monster, the whole attack against him/her/it is ignored. (Edit: I think I'm able to explain this better in swedish
Hunger: Select a square you can see. All living creatures and players who are in that square, or any of the eight surrounding squares in the same room or corridor, roll a dice less in defense and attack. This effect last until your next turn.
Necromancy
Raise Skeleton: If you are in a room or corridor where a living monster was killed last round, you can raise a skeleton that you control. The skeleton appears in any square in the same room or corridor and move and attack as a normal skeleton after the players turn. After the evil wizard's turn, roll a dice. On a roll of 1-3 (Edit: initially only on 1) you lose control of the skeleton.
Soul Stealer: This spell can be cast on any player or living monster. Roll a dice. On a roll of 1-3 the target looses 1 Mind Point. On a roll of 4-5 the target looses 2 Mind Points. On a roll of 6 the target looses 3 mind points. (Edit: Previously "Raise Mummy")
Raise Zombies: If you are in a room or corridor where at least two living monster was killed last round, you can raise two zombies that you control. The zombies appears in any two squares in the same room or corridor and move and attack as normal zombies after the players turn. After the evil wizard's turn you loose control of the zombies.
Witchcraft
Forked Lightning: All monsters and heroes who are in the square directly in front of and diagonally in front of you is attacked with three combat dice.
Luck: This spell can target any player. This player can reroll one battle dice when attacking and defending himself, until the spell is broken. The spell is broken when the player hit two monster shields in attack or defense. That roll is not influenced by luck.
Familiar: This spell summons a familiar that can do one of the following: give one of the summoner's items to another player anywhere on the board OR take an item from another player anywhere on the court and give to the summoner OR disarm all the traps in the same room or corridor the summoner is in.
Please let me know what you think
(1st Edit: Better explanations and some modifications)
(2nd Edit: New necromancy spell: Soul Stealer)





















