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Wizard Equqipment

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Re: Wizard Equqipment

Postby slev » January 29th, 2015, 12:05 pm

Kitch1982 wrote:This isn't a Wizard artifact but I did think of a pretty cool spell! I used this in one of my home made quests and it went down rather well.

The spell of Duplication! Basically the caster (Wizard or Elf) can cast the spell on themselves or any hero, they can then create a replica of that hero for each mind point they are willing to sacrifice, so 4 replicas means the loss of 4 mind points. The replicas have the exact same stats (Att & Def) as the character that the spell is cast upon but they only have 1 body point each. In essence they are much weaker. The replicas are controlled by the Caster and should the Caster die before his replicas, they all immediately vanish.

Naturally this spell could also work for the bad guys.

Thoughts on this spell?


Main problem is miniatures to be honest. It'd be a nightmare to administrate.


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Re: Wizard Equqipment

Postby Kitch1982 » January 29th, 2015, 12:25 pm

slev wrote:Main problem is miniatures to be honest. It'd be a nightmare to administrate.


Yeah I hear what you're saying. I used some coloured counters when I used it in my quests which is not as good as having multiple miniatures!
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Re: Wizard Equqipment

Postby Gold Bearer » January 29th, 2015, 12:57 pm

Kitch1982 wrote:Thoughts on this spell?
Nice! |_P
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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Re: Wizard Equqipment

Postby cynthialee » January 29th, 2015, 1:47 pm

I like the spell. If I used it I would have to go dig out my HQ extras.
Think I have 4 or 5 copies of each hero. Certainly this spell would come in handy for my Chaos wizards....
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Wizard Equqipment

Postby Kitch1982 » January 29th, 2015, 4:10 pm

I have 2 sets of hero's but no others, will have to keep collecting! :roll:
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Re: Wizard Equqipment

Postby cynthialee » January 29th, 2015, 4:40 pm

One of the things I am experimenting with in my TT RPG that could be transferred to HQ easy enough:

Gems can be used to add power to spells. The Gem is destroyed in the process.
Say for HQ:
A Gem stone worth 10+ GP will add an extra dice of damage to a damage based spell.
A Gem stone worth 100+ GP allows a caster to cast a spell but retain the card.

Add in a Tome to be found in a dungeon that teaches a spell caster how to incorporate gems into the casters spells.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Wizard Equqipment

Postby cornixt » February 3rd, 2015, 5:39 pm

Make magic effectiveness be based on combat dice rolls in many cases (Wrath of Fire, Rock Skin, etc, should be relatively simple to adapt). Then the wizard can upgrade by buying items that increase the number of dice rolled, so he actually improves at magic as the game progresses.

Here's a very rough idea for item progression:
Wand - starting weapon - 1 combat die to attack, 1 combat die for spells
Staff - 200 - 2 combat dice to attack, diagonal attacks, two handed, 1 combat die for spells
Orb - 300 - +1 combat die for spells
Battle Staff - 500 - As staff, 2 combat dice for spells
Power Staff - 1000 - As staff, 3 combat dice for spells

I've got some much more radical ideas for rebuilding magic from the ground up, but I'm still trying to pin it all down.


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Re: Wizard Equqipment

Postby cynthialee » February 3rd, 2015, 6:16 pm

cornixt wrote:Make magic effectiveness be based on combat dice rolls in many cases (Wrath of Fire, Rock Skin, etc, should be relatively simple to adapt). Then the wizard can upgrade by buying items that increase the number of dice rolled, so he actually improves at magic as the game progresses.

Here's a very rough idea for item progression:
Wand - starting weapon - 1 combat die to attack, 1 combat die for spells
Staff - 200 - 2 combat dice to attack, diagonal attacks, two handed, 1 combat die for spells
Orb - 300 - +1 combat die for spells
Battle Staff - 500 - As staff, 2 combat dice for spells
Power Staff - 1000 - As staff, 3 combat dice for spells

I've got some much more radical ideas for rebuilding magic from the ground up, but I'm still trying to pin it all down.

I love it!
Although I would have these as artifacts found in dungeons instead of assigning GP values. That way they get them when I deem them ready to upgrade.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Wizard Equqipment

Postby slev » February 4th, 2015, 2:42 am

cynthialee wrote:I love it!
Although I would have these as artifacts found in dungeons instead of assigning GP values. That way they get them when I deem them ready to upgrade.


However, by making them purchasable, you control their purchase by restricting the flow of Gold, which makes the player feel they've earned the upgrade...


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Re: Wizard Equqipment

Postby Kitch1982 » February 4th, 2015, 11:02 am

Some really nice ideas on here! I was never really keen on the Wizard previously but I do think some of these add-ons would persuade me to use :wizard: more often!
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