Wednesday, January 11, 2017

Galen's Gamble: Legendary Spells

Legendary Spells

The new spells used in the campaign module work slightly differently than those in the core rulebook. I wanted them to be difficult to skill up and I did not want players to guide their roleplay and faction progression on what spells they ultimately wanted to acquire. Thus I made each spell a base cost of 20 to cast, free of casting penalties based on your chosen school. This is just a number I picked and if all players agree you could lower it if need be. But I envision them as this epic spells that take a long time to hone and make useful. Basically end game content level abilities. 

Also I liked the fact that working for the different factions at different times allows an determined wizard to garner all of them if they dare do so.

The New Spells

Polymorph Goat (LoS): The target must make an immediate will roll versus the casting roll if he fails he is transformed into a Goat! He may not attack, shoot, or cast Line of Sight spells. His fight stat is reduced to +0 and at the start of each turn, the figure may attempt to break the spell by making another Will roll against the same target, otherwise the effects last until the end of the game. Found in Honored Elven Faction Deck and classified as an illusionary spell. May be learned from Elves Honored Deck.

Conjure Elemental (T): This spell can be used both ‘Out of Game’ and during the game. If successful, the spellcaster adds one Elemental to his warband. If the spell is cast before the game, the Elemental can be deployed normally. If it is cast during a game, the Elemental appears in base contact with the spellcaster. A warband may only have one Elemental at any one time. If the Elemental is slain during a game, Conjure Elemental can be cast again to create another. An Elemental does not count towards the warband size limit. May be learned from Elves Honored Deck.

Conjure Portal (LoS): This spell creates a dimensional doorway. It can be cast multiple times to open multiple Portals if desired. Each Portal can lead figures to other Portals on the board or lead off the board. May be learned from Elves Neutral Deck.

Farsight (G): A successful cast allows the caster to inspect the inside a target building, Lair, or single piece of Scatter Terrain. May be learned from Orc Deck.

Conjure Soulstone (T): This spell attempts to siphon the life energy of a defeated foe. Soulstones take up an item slot and can be consumed to empower the casting roll of a Summon Demon or Summon Elemental spell by 5. May be learned from Cultists Neutral Deck. 

Enchanted Sword (T): This spell allows the caster to create an enchanted sword to attack enemies with fight +3. It is spawned touching the base of the caster. Should the enchanted sword lose a melee then it is considered slain. The enchanted sword has a base of its own and can support other figures. May be learned from Elves Neutral Deck.

Renew (T): This spell enchants a player with an aura of healing for the remainder of the game. At the start of each activation the target heals two health. May be learned from Orc Deck.

Conjure Mana Crystal (T): This spell allows a player to store a portion of their magical energy and maybe cast out of game. A warband may only hold a single Mana Crystal at a time. A Mana Crystal maybe be used by any caster to empower their spells by up to five a single time before it is used up completely and disappears. May be learned from Orc Deck.

Ice Rune (LoS): A friendly target is temporarily frozen solid, encased in a block of ice and may take no actions on its next activation. After the next activation, the frozen figure may choose to break the spell and move as normal or remain frozen. A wizard may cast this on themselves in place of their move action if they are under seven points of health. May be learned from Cultists Neutral Deck. 

Summon Mana Wraith (T): The wraith drains all energy from magical items from players they come within base to base contact with. For the rest of the game players that have previously come into contact with a Wraith may not Empower their spells by means of magical items of any type. A warband may only have one Mana Wraith at any one time. If the Mana Wraith is slain during a game, Summon Wraith may be cast again to create another. A Wraith does not count towards the warband size limit. Immaterial being. May be learned from Cultists Honored Deck. 

Well that is all for this week. Next week I want to shake it up a little and post a terrain build for the community. 


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