A Way to Fix the Wizard - Cantrips
We all know that the problem with the Wizard is that if he has more spells he's too powerful, but it's difficult to give him more weapons without unbalancing him.
Well, I’ve had an idea, which may well end up folded into the advanced rules section of HQR at a later date.
Bonus Wizard Abilities
The wizard may make the following unarmed magic attacks:
[*] Cost of one Mind Point, ranged attack rolling one combat die, and causing damage on white shields.
Once a champion, the wizard may make the following unarmed magic attacks:
[*] Ranged attack rolling one combat die, and causing damage on white shields.
[*] Cost of one Mind Point, Ranged attack rolling one combat die.
[*] Cost of one Mind Point, Melee attack rolling two combat die, and causing damage on white shields.
New Spell Deck: Cantrips
Cantrips are a new deck of eight Spell Cards that can only be used by the Wizard. When the Wizard selects them, the player picks a number of cards equal to the number of Spell Groups they normally pick.
Unlike normal Spells, Cantrips are not discarded when cast, although they are less powerful.
Burning Hand
By this Cantrip, the Wizard pours flame into the enemy.
Cast Action, Spend one Mind Point: Make a Melee Attack using one Combat Die. Count enemy shields as skulls.
Cast Action, Spend two Mind Points: Make a Melee Attack using three Combat Dice.
Word of Fury
By this Cantrip, the Wizard whips debris into the foe.
Cast Action, Spend one Mind Point: Make a Ranged Attack using one Combat Die. Count enemy shields as skulls.
Cast Action, Spend two Mind Points: Make a Ranged Attack using three Combat Dice.
Skin of Stone
By this Cantrip, the Wizard hardens skin against harm.
Spend one Mind Point: Until the start of your next turn, roll an extra combat die in defence, and you may count a single enemy shield as a friendly shield.
Cast Action, Spend one Mind Point: Until the start of your next turn, one figure in your line of sight rolls an extra combat die in defence, and may count a single enemy shield as a friendly shield.
Esence of Life
By this Cantrip, the Wizard restores vitality to the injured.
Cast Action, Spend one Mind Point: You recover up to two lost Body Points.
Cast Action, Spend two Mind Points: One figure in your Line of Sight recovers up to two lost Body Points.
Gaze of Dispair
By this Cantrip, the Wizard saps the spirit of the enemy.
Spend one Mind Point: Use this ability only when you have made a successful Attack action. This Attack causes the target to lose Mind instead of Body Points. no effect on the Undead.
Spend two Mind Points: Use this ability only when you have made a successful Attack action. You may recover a number of lost Body Points up to the damage caused by this Attack.
Mystic Sight
By this Cantrip, the Wizard locates that which is hidden.
Spend one Mind Point: You may make an extra Search for Treasure this turn.
Spend two Mind Points: You may make an extra Search for Secret Doors this turn.
Spend two Mind Points: You may make an extra Search for Traps this turn.
Glittering Shield
By this Cantrip, the Wizard enhances armour.
Spend one Mind Point: Re-Roll one Combat Die rolled in Defence.
Spend two Mind Point: Re-Roll any number of Combat Dice rolled in Defence.
Force of Will
By this Cantrip, the Wizard restores the will.
Cast Action: You recover up to one lost Mind Point.
Cast Action, Spend one Mind Point: One figure in your Line of Sight recovers up to one lost Mind Point.
Well, I’ve had an idea, which may well end up folded into the advanced rules section of HQR at a later date.
Bonus Wizard Abilities
The wizard may make the following unarmed magic attacks:
[*] Cost of one Mind Point, ranged attack rolling one combat die, and causing damage on white shields.
Once a champion, the wizard may make the following unarmed magic attacks:
[*] Ranged attack rolling one combat die, and causing damage on white shields.
[*] Cost of one Mind Point, Ranged attack rolling one combat die.
[*] Cost of one Mind Point, Melee attack rolling two combat die, and causing damage on white shields.
New Spell Deck: Cantrips
Cantrips are a new deck of eight Spell Cards that can only be used by the Wizard. When the Wizard selects them, the player picks a number of cards equal to the number of Spell Groups they normally pick.
Unlike normal Spells, Cantrips are not discarded when cast, although they are less powerful.
Burning Hand
By this Cantrip, the Wizard pours flame into the enemy.
Cast Action, Spend one Mind Point: Make a Melee Attack using one Combat Die. Count enemy shields as skulls.
Cast Action, Spend two Mind Points: Make a Melee Attack using three Combat Dice.
Word of Fury
By this Cantrip, the Wizard whips debris into the foe.
Cast Action, Spend one Mind Point: Make a Ranged Attack using one Combat Die. Count enemy shields as skulls.
Cast Action, Spend two Mind Points: Make a Ranged Attack using three Combat Dice.
Skin of Stone
By this Cantrip, the Wizard hardens skin against harm.
Spend one Mind Point: Until the start of your next turn, roll an extra combat die in defence, and you may count a single enemy shield as a friendly shield.
Cast Action, Spend one Mind Point: Until the start of your next turn, one figure in your line of sight rolls an extra combat die in defence, and may count a single enemy shield as a friendly shield.
Esence of Life
By this Cantrip, the Wizard restores vitality to the injured.
Cast Action, Spend one Mind Point: You recover up to two lost Body Points.
Cast Action, Spend two Mind Points: One figure in your Line of Sight recovers up to two lost Body Points.
Gaze of Dispair
By this Cantrip, the Wizard saps the spirit of the enemy.
Spend one Mind Point: Use this ability only when you have made a successful Attack action. This Attack causes the target to lose Mind instead of Body Points. no effect on the Undead.
Spend two Mind Points: Use this ability only when you have made a successful Attack action. You may recover a number of lost Body Points up to the damage caused by this Attack.
Mystic Sight
By this Cantrip, the Wizard locates that which is hidden.
Spend one Mind Point: You may make an extra Search for Treasure this turn.
Spend two Mind Points: You may make an extra Search for Secret Doors this turn.
Spend two Mind Points: You may make an extra Search for Traps this turn.
Glittering Shield
By this Cantrip, the Wizard enhances armour.
Spend one Mind Point: Re-Roll one Combat Die rolled in Defence.
Spend two Mind Point: Re-Roll any number of Combat Dice rolled in Defence.
Force of Will
By this Cantrip, the Wizard restores the will.
Cast Action: You recover up to one lost Mind Point.
Cast Action, Spend one Mind Point: One figure in your Line of Sight recovers up to one lost Mind Point.
