Tuesday, October 9, 2012

Development Log: HeroQuest Monthathon #3 - Spells


Because the Elf and Wizard can now purchase spells, a few new categories of spells need to be created.

So to go along with Earth, Air, Water, and Fire elemental packs, I thought I should add a few more, which should fit right in with the nature/elemental theme.

Animal Spells

Lion's Roar:  All Enemies in line of sight a frightened and will move away from the caster to the full extent of their movement on their next turn, unless backed into a corner.

Phantom Beast:  Target Enemy within line of sight is immediately attacked by an ephemeral animal.  The Phantom Beast attacks with the number of combat dice equal to the caster's mind points.

Phantom Bird:  Target Hero within line of sight is lifted off the ground by an ephemeral avian.  The Hero cannot be hit except by ranged attacks/spells for the enemy's next turn.  However, on the Hero's next turn, he may not do anything except use ranged attacks/spells.

Night Spells:

Cover of Darkness: All Enemies in line of sight attack and defend with one fewer combat dice, to a minimum of one, up to and through the spellcaster's next turn.

Fear of the Dark:  Target Enemy cannot attack, and is reduced in defense to one combat die.  The Enemy may roll combat dice equal to its mind points on each of its turns until the spell is broken.  If a Black Shield is rolled, the spell is broken.  Not effective against creatures with zero Mind Points.

Light of the Moon:  All Secret Doors in the level are immediately placed on the board.  Also, all unsprung traps are immediately placed on the board, however, place a skull token on each unsprung trap square to indicate where the unsprung trap is; do not place the trap itself.

Plant Spells

Healing Herbs: Target Hero is immediately healed 3 body points.  If the Hero was dead, the Hero is revived, but is only healed 2 Body points.

Poison Thorns: Target Enemy is attacked by poisonous thorns, and receives three points of damage.  The Enemy rolls one combat die for each of its Mind Points.  For every Black Shield rolled, damage is reduced by one point.

Root:  Target Hero within line of sight gains 3 additional Defend Dice on their next turn.  However, the Hero cannot move, search for treasure, search for traps, or disarm a trap during that turn.

Sun Spells:

Healing Rays:  Target Hero is healed the number of Body Points equal to his Mind Points (up to his maximum number of Body Points).

Light of the Sun:  Spellcaster may immediately disarm any trap the Heroes are aware of, revealed or sprung.  If a sprung trap is chosen, the trap is removed from the board.

Sun Blisters:  Targets one Enemy.  If Enemy is... Green: loses 1 Body Point.  White: loses 2 Body Points.  Gray: rolls Defense Dice.  If a Black Shield is rolled, it is unaffected. Otherwise, loses 1 Body Point.  Gargoyle: immediately turns to stone.  Its figure stays on the board, but it cannot move, attack, defend, or be killed.  It is effectively dead, but takes up space.

Spell Scrolls:

These are Scrolls which can be cast by anyone, not just the Elf and Wizard.  They have different prices than normal spells, but can only be used once per scroll.  There are an unlimited quantity of Scrolls, so unlike Elemental Spells, any number of heroes can have any number of these spells.  They are not limited to only one per game which gets recharged between levels.

Spells Scrolls may also be found as a specified treasure during a quest.

Double Down: If Spellcaster searches for treasure, and must draw from the treasure deck, he may immediately use this spell.  Whatever is revealed is doubled.  CAUTION!  This includes Wandering Monsters and Hazards!
Price: 100 Gold Coins

Extra Oomph:  May be used to increase combat dice by one in any instance on any Hero.  Spellcaster may call to use the spell any time combat dice are to be rolled by a Hero.  However, the Spellcaster must decide to use it BEFORE the Hero rolls.
Price: 200 Gold Coins

Treasure Revealed:  If Spellcaster searches for treasure, and must draw from the treasure deck, he may immediately use this spell.  He flips cards until a Treasure is revealed, skipping over Wandering Monsters and Hazards unaffected.
Price: 100 Gold Coins

Also not always worth it, considering the possible payback.
I will come up with more later, and perhaps adjust the prices as I go, but for now I think these are decent additions.

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