by Bareheaded Warrior » May 6th, 2017, 12:24 pm
Obviously the one-shot nature of spells in HQ is a solution to the need to limit spell use to retain game balance, I get the problem but I don't like the solution so here is another;
Assign a numeric value from 1-5 to each of the HQ spell cards based on how powerful they are, the damage they cause and so on - suggestions below
When a Hero attempts to cast a spell then roll a D6, (a roll of a 1 could be a flat out fail to cast) if the score is less than or equal to the power level then the casting is successful but the caster loses a MP on a roll greater then the spell is cast without any loss of MP (Wiz has 6 and Elf 4 as basic game), zero MP is dying as per my normal house rules (see link below) - this means that there is no hard limit or need to count any resource to limit spells, it just means that there is a risk attached to each usage based on the difficulty on the spell that ultimately could lead to death by exhaustion.
For example casting a Ball of Flame requires a roll of 4+ as it has a power level of 3, therefore it costs you a MP on a 1-3 (1/2 MP)
Elemental Magic
Fire Spells
Ball of Flame (3)
This spell may be cast on any one monster, blasting it into flames. Roll 3CD to determine damage target may defend.
Hand of Fire (3)
This spell may be cast on any one Hero, including yourself. The next time that Hero attacks, he may reroll any failed combat dice once. Lasts for the duration of combat.
Fire of Wrath (3) [alt. Ring of Fire must be sung as 'burning ring of fire' to cast]
This spell causing a ring of fire to spring up surrounding the Wizard, any Monster (and Hero?) adjacent to the Wizard is hit by the fire and must roll 3CD to determine damage (armour save applies).
All three spells above cause fire damage (special rules relating to fire apply; prevent regenerations, limited effect on those invulnerable to fire, bonus effect on those flammable targets like Mummy - black skull counts as two hits)
Air Spells
Swift Wind (2)
This spell may be cast on any one Hero, including yourself. Its powerful burst of energy enables that Hero to roll twice as many red dice as normal the next time he moves. (double his value next time he moves)
Tempest (2)
This spell creates a small whirlwind that envelops one monster of your choice. That monster will then miss its next turn.
Blast (5)
This spell may be cast onto any one monster and pushes it back directly away from the caster up to six squares or until it hits an inanimate object and causes 6CD worth of damage (defence allowed)
[Genie (5), this spell conjures up a Genie who will do one of the following: open any door revealing what lies beyond, OR use 6 combat dice to attack any monster within your line of sight.]
Water Spells
Water of Healing (4)
This spell may be cast on any one Hero, including yourself. Contact with this revitalizing water will restore a number of lost Body Points equal to half your starting value (rounded up).
Sleep (3)
This spell puts one monster into a sleepy state so it cannot move or take any actions. The spell can be broken on a future turn by the monster rolling a black skull on a single combat die, by the caster being killed or the monster being attacked. May not be used against Undead. This is a psychic attack so if the target has psychic defence then a roll of a single shield will cancel this attack.
Veil of Mist (2)
This spell may be cast on any one Hero, including yourself. On the Hero's next move, he may move unseen through spaces that are occupied by monsters.
Earth Spells
Heal Body (4)
This spell may be cast on any one Hero, including yourself. Its magical power will restore up to a number of lost Body Points equal to half your starting value (rounded up).
Rock Skin (3)
This spell may be cast on any one Hero, including yourself. The Hero may throw one extra combat die when defending. The spell is broken when the Hero suffers one point of Body damage.
Pass Through Rock (2)
This spell may be cast on any one Hero, including yourself. That hero may then move through walls on his next move. He may move through as many walls as his dice roll allows. Caution! If a Hero ends his move in solid rock he is trapped forever!
Rewards:
