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Anderas wrote:And if you get additional MP beyond 6, what would it change?
If you add mastery and d6 roll and it has to stay below your current MP it is more consistent and more MP make it easier.
I liked the idea that casting healing spells cost MP. That way these kinds of spell as well as the talisman of lore have an effect and they get slowed down in combination with the broach of determination.


Each Spell Card is given a Mastery score, from 1 (easy) to open end. 3 is hard, 4 is very hard, but more is also possible.![]()
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This can also be applied to spell-like artefacts. Scrolls and other such one-shots, have a Mastery score one lower than normal (minimum zero).
To attempt a Spell, roll 1D6 and add the mastery score. If the result is less than your current MP, the Spell works. If not, the Spell does nothing. Either way the card is normally not discarded, except if the card states otherwise.
Effects like the Elf potion that allows the spell to be retained after casting, instead allow you to re-roll the dice when attempting to cast a specific Spell.
Wind Spells wrote:Tempest (Cast Action): 3
Swift Wind (Cast Action): 2
Efreet (Genie, Attack)(Cast Action, 1MP): 4 To have a reason to sometimes use the fire spells instead
D'Jinn (Genie, Door)(Cast Action): 0
Earth Spells wrote:Rock Skin (Cast Action): 3
World Walk (Pass Through Rock, targeting Others, but only move 1D6): 2
Pass Through Rock (targeting self)(Cast Action): 3 (removed 1d6)
Heal Body (adjacent 2BP): 3
Fire Spells wrote:Flame Strike (Fire of Wrath, line of Sight)(Cast Action): 0
Fire of Wrath (no Line of Sight)(Cast Action, 1 MP): 2 (no line of sight? that costs at least 1MP)
Ball of Flame (Cast Action): 1
Courage (Cast Action): 3
Water Spells wrote:Water of Healing (adjacent 2BP)(Cast Action, 1 MP): 3
Sleep (Cast Action, 1MP): 3 ---> Why difficulty 3 and 1 MP? To prevent Game-blocking eternal sleeps. Difficulty +1 each subsequent sleep?
Veil of Mist (Cast Action): 2
short idea: Icy Rain (Cast Action): 2 ---> Target a room or a corridor section in line of sight. The floor gets frozen. Effect is like frozen floor of the Barbarian Quest Pack.
Detection Spells wrote:Clairvoyance (Cast Action): 0
Treasure Horde (standard)(Cast Action): 2
Find wealth (Treasure Horde, one card, Hazards have no effect)(Cast Action): 1
Future Sight (Cast Action): 2
Protection Spells wrote:Dispel (Cancel ongoing)(Cast Action): 2
Counter-Spell (Dispel, Cancel spell or magic trap as cast)(1MP - add an MP roll off duel to make it happen?): 3
Invisibility (Cast Action): 3
Wall of Stone (Cast Action): 2
Darkness Spells wrote:Chains of Darkness (Cast Action, 1MP): 3 (Same problem as with Sleep)
Cloak of Shadows (Cast Action): 3
Arrows of the Night (2 dice) (Cast Action): 0
Soul Fire (Arrows of the Night, 4 dice)(Cast Action, 1MP): 1
Slev's Control wrote:Control Fiend (Cast Action, 1MP): 3 (Same problem as with Sleep)
Drain Mind (Cast Action): 2
Mental Fortitude (target anyone, Cast Action 2MP): 2
Force of Will (Mental Fortitude, target self, 2MP, and extra cast action this turn): 3






Each Spell Card is given a Mastery score, from 1 (easy) to open end. 3 is hard, 4 is very hard, but more is also possible.![]()
![]()
This can also be applied to spell-like artefacts. Scrolls and other such one-shots, have a Mastery score one lower than normal (minimum zero).
To attempt a Spell, roll 1D6 and add the mastery score. If the result is less than your current MP, the Spell works. If not, the Spell does nothing. Either way the card is normally not discarded, except if the card states otherwise.
Effects like the Elf potion that allows the spell to be retained after casting, instead allow you to re-roll the dice when attempting to cast a specific Spell.
Wind Spells wrote:Tempest (Cast Action, 1 MP): 3
Swift Wind (Cast Action): 2
Efreet (Genie, Attack)(Cast Action, 1MP): 4
D'Jinn (Genie, Door)(Cast Action): 0
Earth Spells wrote:Rock Skin (Cast Action): 3
World Walk (Pass Through Rock, targeting anybody in line of sight, but only move 1D6): 2
Pass Through Rock (targeting self, move 2d6)(Cast Action): 3
Heal Body (adjacent 2BP) (Cast Action, 1 MP): 3
Fire Spells wrote:Flame Strike (Fire of Wrath, line of Sight)(Cast Action): 0
Fire of Wrath (no Line of Sight)(Cast Action, 1 MP): 2[/color]
Ball of Flame (Cast Action, 1 MP): 1
Courage (Cast Action): 3
Water Spells wrote:Water of Healing (adjacent 2BP)(Cast Action, 1 MP): 3
Water of Healing, 2nd option (Line of sight, 4 BP) (Cast Action, Discard spell): 2
Sleep (Cast Action, 1MP): 3
Veil of Mist (Cast Action, 1MP): 2
Wall of Ice (Cast Action): 3
Detection Spells wrote:Clairvoyance (Cast Action): 0
Treasure Horde (standard)(Cast Action): 2
Find wealth (Treasure Horde, one card, Hazards have no effect)(Cast Action): 1
Future Sight (Cast Action): 2
Protection Spells wrote:Dispel (Cancel ongoing)(Cast Action): 2
Counter-Spell (Dispel, Cancel spell or magic trap instantly)(1MP - add an MP roll off duel to make it happen?): 3
Invisibility (Cast Action, 1 MP): 3
Wall of Stone (Cast Action): 2
Darkness Spells wrote:Chains of Darkness (Cast Action, 1MP): 3
Cloak of Shadows (Cast Action): 3
Arrows of the Night (2 dice) (Cast Action): 0
Soul Fire (Arrows of the Night, 4 dice)(Cast Action, 1MP): 1
Slev's Control wrote:Control Fiend (Cast Action, 1MP): 3
Drain Mind (Cast Action): 2
Mental Fortitude (target anyone, Cast Action 2MP): 2
Force of Will (Mental Fortitude, target self, 2MP, and extra cast action this turn): 3




Anderas wrote:I still don't know if it is a good idea to allow 2BP healing per turn? (Combination: Healing Spell + Slev's Broach of determination + Wand of Magic)
--> Yes i count Slev's lower Wizard equipment in, because i think they are good options and i want to use them!


Each Spell Card is given a Mastery score, from 1 (easy) to open end. 3 is hard, 4 is very hard, but more is also possible.
If you want to keep the spell, roll 1D6 and add the mastery score. If the result is less than your current MP, the Spell works. If not, the Spell does nothing. Either way you keep the card, except if the card states otherwise. Before you roll for the cast action, you can spend one Mind Point in addition to any normal cost of casting, to reduce the Mastery Level by one.
If nothing is specifically stated, you can discard the spell as well. If you choose to discard the spell, you don't need to roll for mastery. The spell effect works and the card is discarded.
If there is something noted on the card for discarding the spell, follow the notes. That may include a different effect than normal, or it might include a roll for mastery despite the discarding.
Wind Spells wrote:Tempest (Cast Action, 1 MP): 3
Swift Wind (Cast Action): 2
Efreet (Genie, Attack)(Cast Action, 1MP): 3
D'Jinn (Genie, Door)(Cast Action): 0
Earth Spells wrote:Rock Skin (Cast Action): 3
World Walk (Pass Through Rock, targeting anybody in line of sight, but only move 1D6)(Cast Action): 2
Pass Through Rock (targeting self, move 2d6)(Cast Action): 3
Heal Body (adjacent 2BP) (Cast Action, 1 MP): 3 OR Heal Body (adjacent 4BP)(Cast Action, Discard Card, Mastery 0)
Fire Spells wrote:Flame Strike (Fire of Wrath, line of Sight)(Cast Action): 1
Fire of Wrath (no Line of Sight)(Cast Action, 1 MP): 2
Ball of Flame (Cast Action, 1 MP): 1
Courage (Cast Action): 3
Water Spells wrote:Water of Healing (adjacent 2BP)(Cast Action, 1 MP): 3 OR Water of Healing, (Line of sight, 4 BP) (Cast Action, Discard Card): Mastery 0
Sleep (Cast Action, 1MP): 3
Veil of Mist (Cast Action, 1MP): 2
Wall of Ice (Cast Action): 2
Detection Spells wrote:Clairvoyance (Cast Action): 0
Treasure Horde (standard)(Cast Action): 2
Find wealth (Treasure Horde, one card, Hazards have no effect)(Cast Action): 1
Future Sight (Cast Action): 2
Protection Spells wrote:Dispel (Cancel ongoing)(Cast Action): 2
Counter-Spell (Dispel, Cancel spell or magic trap instantly)(1MP - add an MP roll off duel to make it happen?): 3
Invisibility (Cast Action, 1 MP): 3
Wall of Stone (Cast Action): 2
Darkness Spells wrote:Chains of Darkness (Cast Action, 1MP): 3
Cloak of Shadows (Cast Action): 3
Arrows of the Night (2 dice) (Cast Action): 1
Soul Fire (Arrows of the Night, 4 dice)(Cast Action, 1MP): 2
Slev's Control wrote:Control Fiend (Cast Action, 1MP): 3
Drain Mind (Cast Action): 2
Mental Fortitude (target anyone, Cast Action 2MP): 2
Force of Will (Mental Fortitude, target self, 2MP, and extra cast action this turn): 3


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