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Combined Spells (Read 1872 times)
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Combined Spells
04/08/16 at 3:44pm
 
Did these a while ago and recently tweaked them to make them play better.

Storm Wizard: Human M6/Lowest two of three dice A1 D2 BP3 MP7 Same items as Wizard. Earth, Air, Fire and Water spells. Can cast combined spells by discarding all spells that make it.

Storm Mage: Elf M8/Two dice A1 D1 BP3 MP7 Same items as Wizard. Earth, Air, Fire, Water and three random Elf spells. Can cast combined spells by discarding all spells that make it.


COMBINED SPELLS

Fire
Inferno - Ball Of Flame + Fire Of Wrath + Courage
All Characters in any one room or corridor on the board are attacked in the same way as Fire Of Wraith and Ball Of Flame using three combat dice, five combat dice for targets vulnerable to fire.

Incineration - Ball Of Flame + Fire Of Wrath
A target anywhere on the board is attacked in the same way as Fire Of Wrath and Ball Of Flame with four combat dice if the target is in sight or with two combat dice not. Attacks with an extra combat dice against targets that are vulnerable to fire.

Fearlessness - Ball Of Flame + Courage
A target in sight attacks with four extra combat dice in melee on their next turn.

Bravery - Fire Of Wrath + Courage
The caster and all allies in the same room or corridor attack with two extra combat dice in melee until the end of the caster's next turn.


Air
Typhoon - Tempest + Genie + Swift Wind
All Characters in any one room or corridor on the board miss their next turn and are attacked in the same way as Fire Of Wraith and Ball Of Flame using two combat dice. Any Doors in the targeted room or corridor are blown open and effected rooms are activated in the same way as if the door had been opened with Genie.

Tornado - Tempest + Genie
All Characters in any one room or corridor on the board roll a combat dice, on a skull they lose 1BP of damage and on a black shield they lose 1BP of damage and miss their next turn.

Wind Storm - Tempest + Swift Wind
Casts Tempest on all enemies in the same room or corridor as the caster.

Tail Wind - Genie + Swift Wind
The caster and/or all allies in any one room or corridor on the board can move twice and take their action in any order or move three times if they give up their action until the start of the caster's next turn.


Water
Monsoon - Sleep + Vail Of Mist + Water Of Healing
All Characters in any one room or corridor on the board are attacked in the same way as Fire Of Wraith and Ball Of Flame using one combat dice and are knocked unconscious using Sleep rules if they're injured.

Sedating Mist - Sleep + Vail Of Mist
Casts Sleep separately on all enemies on the same room or corridor as the caster.

Rejuvenation - Sleep + Water Of Healing
Heals 4BP and 4MP of the caster or a target in sight and can take their BP and MP above their normal maximum but they miss their next turn.

Healing Mist - Vail Of Mist + Water Of Healing
Heals 2BP and 2MP of the caster and all allies in the same room or corridor.


Earth
Quake - Pass Through Rock + Rock Skin + Heal Body
Place as many pit tiles as you like in any one room or corridor on the board, characters on those squares lose 1BP.

Ethereal - Pass Through Rock + Rock Skin
Causes the caster or a target in sight to become Ethereal (can only be harmed by magic and can move through stone) until they either perform any action (including opening a door) other than movement or move through stone.

Mineral Soothe - Pass Through Rock + Heal Body
The caster or a target in sight heals 1BP and 1MP each time the they pass through stone on their next turn or on this turn if the target is the caster. Cannot be cast after rolling movement dice but before moving if you play that rule and the caster is the target.

Regeneration - Rock Skin + Heal Body
The caster or a target in sight rolls a combat dice immediately and at the start of each of their turns until they lose a BP or MP. On a white shield, they heal 1BP and on a black shield, they heal 1MP.


Fire + Air
Flame Storm - Ball Of Flame + Tempest
Casts Ball Of Flame in the same room or corridor on all Characters individually except the caster. Targets that are vulnerable to fire are attacked twice.

Backdraft - Fire Of Wraith + Swift Wind
Fills any one room or corridor on the board with intense flames, causing a Fire Of Wraith attack on every Character individually. Attacks with an extra combat dice against targets that are vulnerable to fire.

Djinn - Courage + Genie
Attacks any one target on the board with seven combat dice.


Fire + Water
Fire Spray - Ball Of Flame + Vail Of Mist
Fills any room or corridor in sight with flaming hot liquid vapour, causing a Ball Of Flame attack on every Character individually. Attacks with an extra combat dice against targets that are vulnerable to fire.

Entrance - Fire Of Wrath + Sleep
Automatically puts any target on the board to sleep, following the normal Sleep rules except that the target rolls at the end of their turns.

Invigoration - Courage + Water Of Healing
Heals 4BP of the caster or a target in sight and can take their BP above their normal maximum.


Fire + Earth
Seeking Flame - Ball Of Flame + Pass Through Rock
Attacks any target on the board in the same way as Ball Of Flame but with three combat dice, four combat dice against targets that are vulnerable to fire.

Phoenix Fire - Fire Of Wrath + Heal Body
Revives a dead ally in the same room or corridor, bringing them back to life with 3BP.

Empowerment - Courage + Rock Skin
Raises the attack and defence dice of the caster or a target in sight by three each until the end of the caster's next turn.


Air + Water
Lightning Storm - Tempest + Vail Of Mist
All enemies in the same room or corridor as the caster roll a combat dice. On a skull they lose 1BP and on a black shield they lose 2BP.

Lullaby - Genie + Sleep
Casts Sleep individually on every Character in any one room or corridor on the board.

Gust Of Healing - Swift Wind + Water Of Healing
Heals 3BP and 3MP of the caster and all Characters in the same room or corridor.


Air + Earth
Cyclone - Tempest + Pass Through Rock
Casts Tempest on every Character in any one room or corridor on the board.

Rock Blast - Genie + Rock Skin
Can be used to destroy a piece of wall to create an opening. Use a breached wall tile if the room is used or a secret door tile to create an alcove if the room is solid rock.

Soothing Breeze - Swift Wind + Heal Body
Heals 4BP of the caster and all Characters in the same room or corridor.


Water + Earth
Petrify - Sleep + Rock Skin
Turns a target in sight to stone. Petrified targets can't be harmed and have to roll equal to or under their MP on one dice to free themselves at the end of their turns.

Dust Storm - Vail Of Mist + Pass Through Rock
No ranged attacks (including spells that need line of sight) can be used in the same room or corridor as the caster when the spell is cast until the beginning of the caster's next turn.

Restoration - Water Of Healing + Heal Body
Fully restores BP and MP.


They could have to figure out the combinations themselves through trail and error. If they use an invalid combination they lose both spells but they can choose one to cast, or both if the caster's got the wand of recall.
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