by slev » January 17th, 2015, 9:40 pm
Based on recent discussions, I came up with a LOT of ideas. The basic thrust of this is that the Wizard is promised stuff to spend money on in later expansions, which never really happened. I figured that by adding a range of appropriate equipment, it should fix the Wizard without needing to muck about with the game rules.
Please note that the costs I assigned are based on my revised armoury, your numbers may be different. I also have stuff linked to the two extra Spell Groups from the WQP I built for HQR, and the WoM sells.
No flavour text yet as this is all just a rough first draft.
Part the first: starting equipment.
The wizard starts with these three items, they all act like very minor Spells!
Broach of Mending
Cast Action: Any one target figure in Line of Sight may recover up to one lost Body Point.
Wizard Only.
75GC
Broach of Determination
Cast Action: Any one target figure in Line of Sight may recover up to one lost Mind Point.
Wizard Only.
50GC
Burning Ring
Cast Action: 1 die ranged attack, damage on white shields.
Cast Action, spend 1 MP: 2 die ranged attack, damage on white shields.
Wizard Only.
50GC
Part the second: The Books
Major upgrades which may be purchased. Some of these may be used 9to less utility) by others (mostly the Elf).
Aegiomancer’s Grimoire
Once per Quest, when you would be forced to discard a Protection Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500GC
Aeromancer’s Grimoire
Once per Quest, when you would be forced to discard an Air Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500GC
Geomancer’s Grimoire
Once per Quest, when you would be forced to discard an Earth Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500 GC
Hydromancer’s Grimoire
Once per Quest, when you would be forced to discard a Water Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500GC
Kefalomancer’s Grimoire
Once per Quest, when you would be forced to discard a Control Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500GC
Pyromancer’s Grimoire
Once per Quest, when you would be forced to discard a Fire Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500 GC
Sciomancer’s Grimoire
Once per Quest, when you would be forced to discard a Darkness Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500 GC
Thelomancer’s Grimoire
Once per Quest, when you would be forced to discard a Detection Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500 GC
Tome of Focus
At the start of the Quest, assign one Spell Group to this Card. Whenever a Card from this Spell Group would be discarded, you may choose to lose a Mind Point instead.
You may never assign more than one Tome to any Spell Group. You may only use the ability of one copy of this card per Quest.
Wizard Only.
500 GC
Tome of Haste
At the start of the Quest, assign one Spell Group to this Card. Whenever a Card from this Spell Group requires a Cast Action to be used, you may choose to lose a Mind Point instead.
You may never assign more than one Tome to any Spell Group. You may only use the ability of one copy of this card per Quest.
Wizard Only.
750 GC
Tome of Wisdom
At the start of the Quest, assign one Spell Group to this Card. Whenever a Card from this Spell Group would be discarded, place it beneath this card instead.
Cast Action, Drain this Card: Add all cards kept beneath this one to your hand of cards.
You may never assign more than one Tome to any Spell Group. You may only use the ability of one copy of this card per Quest.
Wizard Only.
1000 GC
Wizard’s Grimoire
When selecting Spells at the start of a Quest, and you select Wizardry Spells, you may keep two extra Spells from this Spell Group.
When selecting Spells at the start of a Quest, and you do not select Wizardry Spells, you also take the Wizardry Spell Group, but may only keep one Spell, even after other modifiers.
You may only use the ability of one copy of this card per Quest.
Wizard Only.
300 GC
Part the Third: Focuses
These give the Hero a perma-cast of a Spell, and an upgrade if they have that Spell card. This upgrade is important as it means that the spell is still useful, even if they have something similar permanently available. The elf can use a few of these (typically the weakest for each spell group), since it's a magic thing.
I am concerned that the Heal Body/Water of Healing analogues are too similar. Same with Chains of Darkness/Tempest.
Adamantine Ward
Cast Action: Select one target figure in Line of Sight and roll a four White Dice. The target may recover a number of lost Mind Points up to the number of skulls rolled.
If you use the Card “Mental Fortitude” while you possess this Card, the target recovers all lost MP.
Wizard Only.
300GC
Ætheric Lodestone
Cast action: may immediately draw two Treasure Cards.
If you use the Card “Treasure Horde” while you possess this Card, you may ignore the effects of any Hazard cards when resolving it.
Wizard Only.
200GC
Crystal of Life
Cast Action: 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.
You may use the Card “Water of Healing” outside your own turn, without a Cast Action, but it must target you.
Wizard Only.
800GC
Crystal of Scrying
Cast Action: Target any one room on the board which has at least one closed door leading into it. All pieces in the room are placed as if it had just been explored, although no figures within it may act until the room is entered normally.
If you use the Card “Clairvoyance” while you possess this Card, if the first room you examine is empty or solid rock, you may try again.
Wizard or Elf Only.
150 GC
Duplicitous Lamp
Cast Action, spend 1 mine point: Open any one Door in Line of Sight.
Cast Action: Melee attack against any one figure, anywhere on the game board, four white dice.
If you use the Card “Genie” to make an attack while you possess this Card, roll two extra White when resolving it.
If you use the Card “Genie” to Open a Door while you possess this Card, you do not need to discard it.
Wizard Only.
1000 GC
Dreaming Sand
Cast Action: Target figure may not take any Actions or and rolls no dice in Defence. At the start of their turn, they roll a number of red dice equal to their current MP. If they roll any 5+, the effect ends.
If you use the Card “Sleep” while you possess this Card, the target requires at least two 6's to wake up.
Wizard Only.
600 GC
Earthing Rod
Cast Action: Target figure in Line of Sight must discard one random card with the “Memory” Keyword.
Cast Action: Target ongoing effect from a spell card automatically ends.
If you use the Card “Dispel” while you possess this Card, and you use it to disarm a magical trap, it returns to your hand at the end of your turn.
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.
Wizard or Elf Only.
350
Feather of Flight
Cast Action: You gain may make an extra move this turn.
Cast action: One figure in Line of Sight may make an extra move during their next turn.
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.
Wizard or Elf Only.
100GC
Flame Ruby
Cast Action: Ranged attack with two dice, count black shields as skulls. Target may not defend.
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.
Wizard Only.
750GC
Flint of Anger
Cast Action: Any one figure anywhere on the board is attacked as a ranged attack with one white die, counting black shields as skulls black. Target may not defend.
If you use the Card “Fire of Wrath” while you possess this Card, an extra point of damage is caused.
Wizard or Elf Only.
700 GC
Granite Talisman
Cast Action: One figure in Line of Sight gains an extra white die in defence from now on. This effect ends if the target loses any BP.
If you use the Card “Rock Skin” while you possess this Card, the target adds two extra dice.
Wizard Only.
400 GC
Heroic Laurel
Cast Action: One figure in Line of Sight rolls an extra white to all Attack Rolls now on. This effect ends if the target loses any BP.
If you use the Card “Courage” while you possess this Card, the target adds two extra dice.
Wizard Only.
150 GC
Hexagramic Amulet
Cast Action: 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.
If you use the Card “Drain Mind” while you possess this Card, the counts black shields as skulls.
Wizard or Elf Only.
350 GC
Hood of Smoke
Cast Action: Until the start of their next turn, the caster cannot be the target of any Cast and/or Attack actions.
If you use the Card “Invisibility” while you possess this Card, the Spell target may chose retain the card as an ongoing effect when it would normally end. It will then be discarded immediately they use any Cast or Attack Actions.
Wizard or Elf Only.
125 GC
Horn of Cloud
Cast Action: One target within figure in Line of Sight may, during their next Movement Action, treat enemy figures as friends.
If you use the Card “Veil of Mist” while you possess this Card, the target adds an extra white die until the end of your next turn.
Wizard or Elf Only.
225 GC
Iron Web
Spell Magic Bound Darkness Philosophic Trinket
Cast Action: One figure in Line of Sight may not make Attack Actions during their next Activation.
If you use the Card “Chains of Darkness” while you possess this Card, the target misses their entire Activation.
Wizard or Elf Only.
750 GC
Lead Compass
Cast Action: Target figure in Line of Sight must miss their next Activation.
If you use the Card “Tempest” while you possess this Card, all figures in one target room or corridor may be affected.
Wizard Only.
1000
Maker’s Trowel
Cast Action: Remove a Wall of Stone marker from within Line of Sight on the game board and place it on this card.
Cast Action: Remove a Wall of Stone marker from this card and place it on the game board within Line of Sight.
Cast Action, spend one mind point: Place a Wall of Stone marker within Line of Sight on the game board. You may only do this is there is not a Wall of Stone marker on the Game Board or this Card.
Wizard or Elf Only.
200
Mask of Deceit
Cast Action: Select one target figure in Line of Sight, who rolls White Dice equal to their MP. If the target roll any friendly shields, this spell has no effect. If not, you may control this figure as a Man-at-Arms in until the end of your turn.
If you use the Card “Control Fiend” while you possess this Card, the target must roll at least two sixes to end its effects.
Wizard Only.
450GC
Phial of Shadows
Cast Action: Remove a Cloak of Darkness tile from within Line of Sight on the game board and place it on this card.
Cast Action: Remove a Cloak of Darkness tile from this card and place it on the game board within Line of Sight.
Cast Action, MP, MP: Place a Cloak of Darkness Tile within Line of Sight on the game board. You may only do this is there is not a Cloak of Darkness Tile on the Game Board or this Card.
Wizard Only.
600 GC
Root of Health
Cast Action: 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.
If you use the Card “Heal Body” while you possess this Card, the target may recover an additional two Body Points when resolving it.
Wizard Only
750 GC
Thorn of Sorrow
Cast Action: Ranged Attack two white dice. Target defends with white dice equal to their current MP.
If you use the Card “Arrows of the Night” while you possess this Card, roll two additional white dice when resolving its effects.
Wizard Only.
650 GC
World Key
Cast Action: One figure in Line of Sight may pass through one wall during their next Move Action.
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.
Wizard or Elf Only.
600GC