by cornixt » February 10th, 2015, 5:50 pm
Thought about it some more. Why worry about spells that are the equivalent of Healing Potions when you can just give them Healing Potions instead? There is a slight shift in that it used to be that the wizard could have both healing spells, but I don't think this is especially significant. I have dumped all the one-use-only spells (including the non-healing ones), everything is re-usable again.
I was worried about the elf getting too powerful along with the wizard, but I think I may have been overly cautious. The elf still only gets one spell set, and the wizard will still always be able to pick the fire spells first to get the only pure attacking spell. I've priced up the equipment accordingly, to match the base set costs.
Pass Through Rock is the most awkward spell to consider. While most spells are only useful around monsters, PTR is potentially useful at all times. If there are no monsters around, the wizard can just keep attempting to recast it until he gets enough successes, or cast it on each hero to pass a common obstacle. Because of this, I have decided to limit it to just the caster. Even if he is able to avoid most traps, the rest of the party won't be able to, so it isn't a game breaker.
Equipment
Wand No cost Cast spells with 1 die. Only for Wizard/Elf.
Wizard Staff Cost: 200 As Staff. Cast spells with 2 dice. Only for Wizard/Elf.
Battle Staff Cost: 400 As Staff. Cast spells with 3 dice. Only for Wizard.
Potions of Healing
The Elf and the Wizard get one Potion of Healing per quest. This potion is only good for one quest and must be discarded if unused at the end of the quest.
Rules for Casting
Roll combat dice to determine the effectiveness of the spell. Each skull rolled is a success, so if you roll three dice and get two skulls then you have scored two successes for that spell. Each spell may be used as many times as you like during a quest, unless specified.
Fire
* Fire of Wrath - This spell may be cast on any one monster, blasting it into flames. It will inflict 1 Body Point of damage for each success, which may be defended as normal.
* Courage - This spell may be cast on any one Hero, including yourself. Until the end of his next turn, that Hero may roll 1 extra combat dice to attack for each success.
Air
* Swift Wind - This spell may be cast on any one Hero, including yourself. Its powerful burst of energy enables that Hero to roll an additional red die the next time he moves for each success.
* Tempest - This spell creates a small whirlwind that envelops one monster of your choice. For each success, that monster loses one combat die to attack until the end of his next turn.
Water
* Veil of Mist - This spell may be cast on any one Hero, including yourself. If you roll at least one success, the hero may move unseen through spaces that are occupied by monsters on his next move.
* Sleepy - For each success, the target monster loses one combat die to defend until the end of his next turn. May not be used against Mummies, Zombies, or Skeletons.
Earth
* Rock Skin - This spell may be cast on any one Hero, including yourself. Until the end of his next turn, that Hero may roll 1 extra combat dice to defend for each success.
* Pass Through Rock - This spell may be cast on yourself. You may then move through one wall or one-square blockage per success on your move this turn.
[edited to add next into spell descriptions where needed]
Last edited by
cornixt on February 11th, 2015, 11:10 am, edited 1 time in total.