LucaRocks wrote:Did you post your versions of detection spells in this thread? Or elsewhere? Would love to check them out
Elsewhere, and weirdly enough, I'm not able to find it right now.
But here's how I play the Wizard's spells:
Spells of DarknessArrows of the Night: 2 Damage against any monster, they defend with dice equal to their mind points.
Chains of Darkness: monster can't move or attack, may still cast spells.
Cloak of Shadows: whomever is in the Cloak of Shadows cannot attack or be attacked, nor can they cast spells or be the target of spells. The Wizard could Dispel it at any time.
Spells of DetectionClairvoyance: Wizard casts this on a room, Zargon lays out the contents, including traps and secret doors, also reveal any quest treasures in the room. If no specific treasure, reveal the next card from the Treasure Deck, that card is now designated to that room. Rooms that are shaded areas on the quest map don't count as rooms and the hero can try again.
Future Sight: Wizard casts this on a hero, this hero may reroll all movement, attack and defense dice once until the end of the Wizard's next turn.
Treasure Horde: Draw 3 treasure cards, must take all. (Best combined with Treasure without Doom).
Spells of ProtectionDispell: Wizard may use this spell to force an enemy spell caster to randomly discard a spell; or he may cast it on another hero inflicted by a spell; or he may use this to Disarm a Magical Trap; or disarm a Magically Sealed Door (something I've implemented in some of my quests).
Invisibility: cast this on any hero, that hero can't be attacked by other monsters or be targeted for spells. The hero cannot attack other monsters but may perform any other action even while monsters are present. While invisible the hero can only move with 1 movement dice.
Wall of Stone: Creates a Stone Wall with 2BP and 6 Defence Dice.