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Wizard Equqipment

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Re: Wizard Equqipment

Postby slev » January 23rd, 2015, 9:38 pm

I think I've found a suitable fix for the sheer number of Foci. (I had a couple of looooong bus rides to/from a gig tonight). Hopefully time to type this up soon.


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Re: Wizard Equqipment

Postby pumonca333 » January 24th, 2015, 6:45 am

Here's a few wizardly artefacts, (thanks to anyone here whose ideas I may have metabolized):

Gnomish Fork: At the start of Quest, or by spending an action, an unused spell may be discarded/imprinted into the fork. Until end of quest, this spell maybe cast once with two legal targets (Healing spells excluded)

Revelation Lens : At the start of quest, or by spending an action, roll a combat die (once per quest, charges fade between quests): :skull: = 1 charge, :whiteshield: = no charge, :blackshield: = 2 charges. a charge may be spent to either, see into 1 room, in a straight line through a closed door (keyhole peep), or to have skull tiles placed where hostiles stand in an unopened room (sense Evil).

Astral Specs: Wizard determines Line of sight for his spells by any party member's LOS

Circlet of Warding: Add +1 to any red die rolled to resist a spell
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Re: Wizard Equqipment

Postby slev » January 25th, 2015, 6:09 am

Based on the feedback…

First, an extra "book"

Whispering Grimoire
At the start of each Quest, you may take one more Spell Group than you would normally be allowed. Place these Spell Cards with this Card.
Each time you cast a Spell from this Spell Group you must also lose one Mind Point.
May not be used by the Wizard or Elf.


OK, the second take on the Foci.

1. There are fewer, one per Spell group.
2. Now with flavour text, they're all metal and hence subject to Rust :)
3a. These can be "Wizard Only".
3b. They could also be used by anyone, but the bonus abilities on casting existing Spells are gained only by the Wizard.
3c. or they can be used by anyone, but the non-upgrade "spell" can only be used by the Wizard.

Duplicitous Lamp
This ancient lamp hales from a hot and distant land. The attuned may focus the magic of the air through it.
If you use the Card “Genie” to Open a Door while you possess this Card, you do not need to discard it.
If you use the Card “Swift Wind” while you possess this Card, instead of its normal effects, you may teleport to any unoccupied, revealed, space on the game board.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
Make a melee attack against any one figure, anywhere on the game board, four white dice. This counts as an Air Spell.
1500 GC


Gauntlet of the Flame
An armoured glove forged from an unusual red metal. Through it, the power of Fire may be focused with greater ease.
If you use the Card “Ball of Flame” while you possess this Card, cause extra damage equal to the skulls rolled on two white dice when resolving it.
If you use the Card “Fire of Wrath” while you possess this Card, an extra point of damage is caused.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
Make a ranged attack with two dice, count white shields as skulls. The target may not defend. This counts as a Fire Spell.
750GC


Iron Web
A lattice of black iron is forever chill to the touch. It may be used to focus the power of darkness.
If you use the Card “Arrows of the Night” while you possess this Card, roll two additional white dice when resolving its effects.
While you have this card you may choose to ignore the Cloak of Shadows when it is on the game board.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
Make a Ranged Attack with two white dice. Target defends with white dice equal to their current MP. This counts as a Darkness Spell
650 GC


Ætheric Lodestone
This lump of strange metal seems to move with a will of it's own. Those who understand such movements may se it to focus their powers of Detection.
Once per turn, you mar re-roll any one die.
Once per turn, you may cast an extra Spell. This ability may only be used for the Future Sight" Spell
If you use the Card “Clairvoyance” while you possess this Card, and the first room you examine is empty or solid rock, you may try again.
300GC

Earthing Rod
This metal stave will cause magical energies to flow away. It may be used to focus the powers of protection.
If you use the Card “Dispel” while you possess this Card, and you use it to force the discard of a card, the target must discard two cards. For each card they cannot discard, they lose one MP.
If you use the Card “Wall of Stone” while you possess this Card, instead of discarding it, place it under this card. You may take it back into hand if the Wall of Stone is destroyed.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
You may discard a revealed Magical Trap from the game board OR one ongoing effect from a spell card automatically ends. This counts as a Protection Spell
250 GC


Hexagramic Amulet
This shiny metal talisman is distubring to all those who look upon it. Through it, the bearer's will may be focused.
If you use the Card “Drain Mind” while you possess this Card, you counts black shields as skulls.
If you use the Card “Control Fiend” while you possess this Card, the target must roll at least two sixes to end its effects.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
Both the caster and one target figure in Line of Sight roll white equal to their current MP and counts the skulls rolled. The figure with the highest roll inflicts MP damage on the other equal to the difference between the rolls. This counts as a Control Spell.
375 GC


Horn of Cloud
This conch-shapped steel horn emits an eerie sound when blown. The enlightened may use it to focus the powers of water.
You may use the Card “Water of Healing” outside your own turn, even when on zero Body Points, but it must target you.
If you use the Card “Veil of Mist” while you possess this Card, the target may not be the target of melee attacks until the end of your next turn.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
One target within figure in Line of Sight may, during their next Movement Action, treat enemy figures as friends. This counts as a Water Spell.
250 GC


The World Key
Cast from an unusual metal, this key fits no lock. With it, the powers of earth may be focused.
If you use the Card “Rock Skin” while you possess this Card, the target may also re-roll up to one skull each time they defend.
If you use the Card “Pass Through Rock” while you possess this Card, the target will further not set off any traps as a result of their moving, and may pass through furniture.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
Select one target figure in Line of Sight and roll a number of White Dice equal to half (round down) your current Mind Points. The target may recover a number of lost Body Points up to the number of skulls rolled.
750 GC


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Re: Wizard Equqipment

Postby Count Mohawk » January 25th, 2015, 10:42 am

slev wrote:First, an extra "book"

Whispering Grimoire
At the start of each Quest, you may take one more Spell Group than you would normally be allowed. Place these Spell Cards with this Card.
Each time you cast a Spell from this Spell Group you must also lose one Mind Point.
May not be used by the Wizard or Elf.

Did you get this idea from the Dark Relic "Sorrow's Heart"? (Link to Old Scratch for the curious)

slev wrote:Duplicitous Lamp
This ancient lamp hales from a hot and distant land. The attuned may focus the magic of the air through it.
If you use the Card “Genie” to Open a Door while you possess this Card, you do not need to discard it.
If you use the Card “Swift Wind” while you possess this Card, instead of its normal effects, you may teleport to any unoccupied, revealed, space on the game board.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
Make a melee attack against any one figure, anywhere on the game board, four white dice. This counts as an Air Spell.
1500 GC

I have a Cranequin for sale in my Armory (four dice at range, but the user has to stand still when firing it) priced at 1,400 gold. If you give penalty-free Range 4 to the Wizard (or anyone, really) it should probably cost a little more than this. Maybe 1,750?

slev wrote:Gauntlet of the Flame
An armoured glove forged from an unusual red metal. Through it, the power of Fire may be focused with greater ease.
If you use the Card “Ball of Flame” while you possess this Card, cause extra damage equal to the skulls rolled on two white dice when resolving it.
If you use the Card “Fire of Wrath” while you possess this Card, an extra point of damage is caused.
You may use the following ability whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded to do so.
Make a ranged attack with two dice, count white shields as skulls. The target may not defend. This counts as a Fire Spell.
750GC

For the curious, Ball of Flame outdamages a Battle Axe (or the wannabe Genie above) if the defending monster has at least 5 defend dice. Therefore, this should also cost more.

slev wrote:Ætheric Lodestone
This lump of strange metal seems to move with a will of it's own. Those who understand such movements may use it to focus their powers of Detection.
Once per turn, you mar re-roll any one die.
Once per turn, you may cast an extra Spell. This ability may only be used for the Future Sight" Spell
If you use the Card “Clairvoyance” while you possess this Card, and the first room you examine is empty or solid rock, you may try again.
300GC

Man, Detection spells suck, don't they? |_P


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Re: Wizard Equqipment

Postby slev » January 25th, 2015, 12:51 pm

Count Mohawk wrote:Did you get this idea from the Dark Relic "Sorrow's Heart"? (Link to Old Scratch for the curious)

Nope, just also written by me ;)

Count Mohawk wrote:I have a Cranequin for sale in my Armory (four dice at range, but the user has to stand still when firing it) priced at 1,400 gold. If you give penalty-free Range 4 to the Wizard (or anyone, really) it should probably cost a little more than this. Maybe 1,750?

As I said, pricing is the main problem.

Count Mohawk wrote:For the curious, Ball of Flame outdamages a Battle Axe (or the wannabe Genie above) if the defending monster has at least 5 defend dice. Therefore, this should also cost more.

However, it is only with magic that the wizard stands any chance against the tougher monsters, and this is acually worse(!) against weaker than stronger Monsters comparatively.
Also, while statistically similar damages based on average rolls are important, so is the maximum potential!
Likely due some play-test!

Count Mohawk wrote:Man, Detection spells suck, don't they? |_P

They're not great, but that's why this focus is inexpensive.


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Re: Wizard Equqipment

Postby gootchute » January 27th, 2015, 11:03 pm

I really like the idea of Foci. When you had one for each spell I was thinking of rewriting them as expendable spell ingredients for purchase and looting. They would be used for a one time boost when casting a spell, though some would need new effects. I still might do that...

In your reworked foci rules, did you intend for a spell of the matching set to be discarded in order to "power" the attacks of the Lamp and Gauntlet? I really can't tell from the wording, though it says the Artifact itself is not discarded, it seems to imply the spell is. Or am I just reading it wrong and the lamp is actually better than a crossbow!

If the later is the case, I would reconsider giving the wizard a 4 dice ranged (melee) attack each turn without the need to line of sight. I would imagine that most spells would become suboptimal and an afterthought at this point, I foresee a huge drop in the amount of sleep/tempest spells being cast. I think that with the spell ring, potions, and your grimoires & foci, there are enough chances to recur Genie for 5 dice of attack.

How about this:
Scroll Making Kit: Magical inks and calligraphy pens used for scribing spell scrolls, though their power soon fades and the parchment crumbles to dust due to the imperfect nature of these supplies. Before each quest, the bearer of this item rolls dice equal to their mind points. For each skull rolled, draw a spell spell scroll card and place it on this item card. Any on these spell scrolls not used be the end of the quest must be discarded. May only be used by heroes with spell cards.
•==(Broadsword>


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Re: Wizard Equqipment

Postby slev » January 28th, 2015, 4:58 am

The idea of the folci is that they have their own spell effect that is always available, and two upgrades for Spells in that group. The normal Spell may be cast if teh Wixzard has it, with the boosted efect from the matching Focus, and would then be discarded as normal. The Focius sticks around.

I have been trying to figure out how to fix the "minor genie" attack. I can see how the 4 dice may be excessive, that's why it came with teh excessive price. We could leave the price and switch it to three dice no LoS needed? Plus with "look mum, no hands", better and more expensive than a crossbow.

The scroll making kit is a good idea, but I think it's results are a little open ended. i had considered "draw three, keep two" for a simiar effect.


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Re: Wizard Equqipment

Postby Count Mohawk » January 28th, 2015, 9:40 am

slev wrote:I have been trying to figure out how to fix the "minor genie" attack. I can see how the 4 dice may be excessive, that's why it came with teh excessive price. We could leave the price and switch it to three dice no LoS needed? Plus with "look mum, no hands", better and more expensive than a crossbow.

If "minor Genie" read "attack with five green dice" (2 skulls only) it would probably be fine. Five greens are statistically slightly better than three whites when attacking anyway, albeit with rather higher variance. That way you still have the chance for blowout attacks, but the average damage doesn't outclass the other Heroes so blatantly.


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Re: Wizard Equqipment

Postby slev » January 28th, 2015, 11:35 am

Count Mohawk wrote:
slev wrote:I have been trying to figure out how to fix the "minor genie" attack. I can see how the 4 dice may be excessive, that's why it came with teh excessive price. We could leave the price and switch it to three dice no LoS needed? Plus with "look mum, no hands", better and more expensive than a crossbow.

If "minor Genie" read "attack with five green dice" (2 skulls only) it would probably be fine. Five greens are statistically slightly better than three whites when attacking anyway, albeit with rather higher variance. That way you still have the chance for blowout attacks, but the average damage doesn't outclass the other Heroes so blatantly.


I like this idea. Crossbow average damage is 1.5. This dmages at an average of 1.6 recuring..

For the general HQ crowd, this would be a 4 white dice ranged attack that does damage on white shileds.


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Re: Wizard Equqipment

Postby Kitch1982 » January 29th, 2015, 10:27 am

This isn't a Wizard artifact but I did think of a pretty cool spell! I used this in one of my home made quests and it went down rather well.

The spell of Duplication! Basically the caster (Wizard or Elf) can cast the spell on themselves or any hero, they can then create a replica of that hero for each mind point they are willing to sacrifice, so 4 replicas means the loss of 4 mind points. The replicas have the exact same stats (Att & Def) as the character that the spell is cast upon but they only have 1 body point each. In essence they are much weaker. The replicas are controlled by the Caster and should the Caster die before his replicas, they all immediately vanish.

Naturally this spell could also work for the bad guys.

Thoughts on this spell?
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