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slev wrote:Just thinking what the other Spell sets might look liekl with this system:
Protection Spells
Dispell
Discard: Force one figure in Line of Sight within must discard one Spell Card at random.
Discard: One Magical Trap is removed without effect. This may be played without an Action, interrupting the game turn.
Mastery 1, 1MP: Force one figure in Line of Sight within must discard one Spell Card at random.
Mastery 1, 1MP: One ongoing Magical Effect in your Line of Sight ends.
Invisibility
Discard: One figure in your line of Sight becomes invisible for their next or current turn. While invisible, they may ignore opposing figures, and may not be attacked, not make attack Actions.
Mastery 1: As above, but targeting self. You move one fewer D6 per Movement.
Wall of Stone
Discard or Mastery 1
Place a Wall of Stone inside your Line of Sight. It has Defence 5 and 1BP. If you re-cast this spell while the wall is still in place, remove the earlier wall.



slev wrote:Darkness Spells
Chains of Darkness
This Spell cannot target any figure who is already under its effects.
Discard: Target figure in Line of Sight may not make Attack Actions during their next activation.
Discard, mastery 3: All figure in one Target Room within your Line of Sight may not make Attack Actions during their next activation.
Cloak of Shadows
Discard or Mastery 3: Place a Cloak of Shadows on the game board. Within this cloak, no figures may take any Actions other than movement. Figures inside the Cloak may not be the target of effects. If you re-cast this Spell, take the original cloak back.
Arrows of the Night
Discard OR 1MP & Mastery 1: Range two white, Mind defence
1MP & Mastery 3: Range four white, Mind defence



slev wrote:
Detection Spells
Clairvoyance
Discard or Mastery 1: Reveal one room’s contents. If there is nothing there, you don’t get to try again
Future Sight
Discard or Mastery 0: Until the end of your next turn, you may re-roll any one die.
Treasure Horde
Discard: Immediately draw and resolve three Treasure Cards
Mastery 2: Immediately draw and resolve two Treasure Cards
Mastery 2: As per Treasure Without Doom scroll.



slev wrote:Control Spells (Slev’s set)
Control Fiend
Discard or 1MP and Mastery 4: One target figure in your Line of Sight becomes your Man-at-Arms. At the start of the owner’s turn, they may roll a number of Combat Dice equal to their MP. On the roll of any friendly shields, this effect ends. If you re-cast this spell, the original effects end.
Drain Mind
Discard: Both you and a target enemy in Lien of Sight roll white equal to current MP and count the number of skulls rolled. The highest roller causes MP damageto the enemy equal to the difference in rolls.
Mastery 2: As above, but your roll Purple dice.
Mental Fortitude
Discard: One figure in Line of Sight recovers up to four lost MP
Discard: Caster recovers up to four lost MP, and may take an extra Cast Action this turn















Anderas wrote:Twist wood:
I think it's a good spell. Any weapon has wood part, at least in it's handle. So why not adding "any monster hit by this spell is attacking only by it's base attack of one green" or something similar.
The others, i still have to think on them.As "expert spell group" only available to Wizards with 8 or more mind points, there could be a lot to add on!





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