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Spell ideas - 4th June 2020 - Coggle Diagram
Spell ideas - 4th June 2020
Magic missile
Shield
Not sure whether to abandon Warhammer-style magic resistance system as seems complicated and unintuitive
Instead, perhaps just grant ward saves against magical attacks? E.g. innate saves of 1-5 only against magical weapons or magical attacks or spells, including curses and magic missiles
Assuming ward save style things added, level 1 shield could be save of 4, level 2 could be save of 6, level 3 could be save of 8
Perhaps these values should be halved against spells of a higher level?
These values also apply unmodified against mundane attacks
Once a shield save is failed, the spell automatically ends
Focus
Focus spells add a number of free dice to any spells being cast
Some could have limited range, e.g. base contact or within 5", to deny use by other players
Drain/Dispel
Drain spells (x) remove that number of dice, of your choice, from the result after the roll has been made
E.g. a RIP drain (2) spell might be used to remove a roll of a 6 and a 4 from a casting roll, in thic case reducing the casting number roll total by 3
On the surfce not a very deep choice, but will become interesting if WoM are +2 and 6s and 1s have been rolled
This implies a value from 1-3 typically, but some spells might be more powerful although high maintenance. These could also be used as a coutner spell to try and dispel, rather than just as a RIP spell
Charm
Could be used to heal
E.g. single wounds or as many as suffered depending on level
Perhaps enchant weapons
E.g. make them magical or possess them and give user free WS dice (but perhaps randomise how attacks are distributed?)
Inspire frenzy, hatred or boost S or WS characteristics
Curse
Turn to stone
Only lasts as long as spell is maintained, they cannot be harmed, charged or do anything. They return to normal if the spell is not maintained or is dispelled
Control
RIP, you may move/charge with a single enemy unit, and owning player may not use them while this is in play. They may not shoot or cast magic, and will fight with WS1 in combat
Limbs of lead
RIP, one or more units may only move or fight at half ability, e.g. M, WS and I characteristics are halved (rounding down) while spell is in effect
Curse of bad luck
RIP, on all die rolls for this unit, roll a single extra die and ignore the highest result. Or perhaps do it on enemy side as a whole, e.g. you select one die roll per turn for any enemy unit and force a reroll
Destabilise undead would also be a useful spell, forcing instant crumble tests or exacerbating existing ones
Summoning
Not really intended to be part of the wizard duel scenario
Should daemons work the same way? This summoning only works for basic skeletons and zombies, although wights could be summoned at certain levels or in certain scenarios
Summoned undead operate as normal if maintained
If raised as an instant spell, or from an RIP spell that is not maintained, then they will be subject to crumbling. At the end of the turn roll a D10 per wizard level. If the total roll is higher than or equal to the number of undead nothing happens. If it less, you must remove the difference between the roll and the number of undead units in play, starting with those furthest from the summoning wizard. If several undead units are an equal distance away, the opponent may choose which crumble first
Should probably be important to distinguish between instant and RIP summoned undead, or assume that all undead must be maintained in the same way? E.g. a RIP summoning spell would be required to pay a maintenace cost fro the summmoning each turn, and for the maintenance of exisiting undead
Maintenance costs depend on the number of undead in play. The cost is 1 action for up to (and including) 5 whole undead multiplied by level. E.g. a level 1 wizard must pay 1 action of maintenance per turn for 1-5 undead, and 2 actions per turn for 6-10, or 3 actions per turn for 11+ undead, otherwise they must roll for crumbling at the end of each turn
For a level 2 wizard, sustaining 1-10 undead costs 1 action, 11-20 undead costs 2 actions, and 21+ undead costs 3 actions
For a level 3 wizard, sustaining 1-15 undead costs 1 action, 16-30 undead costs 2 actions, and 31+ undead costs 3 actions