Spell-based Magicks
Posted: Sun Oct 09, 2011 7:40 pm
My gateway drug into brikwars was a Games Workshop game called Mordheim; this game--like Warhammer it was styled after--has a relatively simple "spell-based" magic system where casters take individual spells that they can attempt to use in various magic phases.
Mostly for the enjoyment of my friends (who play brikwars but are also Games Workshop players), I've been attempting a similar feat for brikwars. Below, I have a list of "spells" that are based pretty exclusively on Mordheim equivalents.
I could use some input from the community on how to "cost" this sort of magic system. My initial idea is that a minifig purchases "casting dice" (maybe 5 or 6 cp a pop for 1 d6). This casting pool is treated like skill for casting spells, and one spell may be chosen for the minifig for every d6 in the casting pool.
Here are sample spells:
UR 4 Spells
• Heal Spell: Range – 2” / Effect – revive one non-heroic minifig (may not attack this turn) or heal one minifig ally to full hp. This spell may be used on “living” MOC’s may be healed at +2 UR per +1” taller than a minifig.
• Token Reanimate Spell: Range – 6” / Effect – revive one non-heroic minifig who died 1 turn (or less) ago; place that minifig within 2” of the caster.
UR 5 Spells
• Personal Dispel Shield: Range – self / Effect – caster is immune to all spells until the beginning of your next turn; this spell may be sustained from turn-to-turn at UR 3.
• Lucky Spell: Range – self / Effect – caster may reroll all failed dice rolls (second result stands) until the beginning of your next turn.
• Hideous Spell: Range – self / Effect – caster increases the difficulty for other figs to attack him/her by +4 UR until the beginning of your next turn.
• Stun Spell: Range – 6” / Effect – one target becomes dazed (is disrupted, defenseless, and must take an action to recover). +1 UR for every additional inch of target size.
• Vermin Spell: Range – 2” / Effect – summon 1d3 (1d4 skill / 3” move / 0 armor / Bite attack – Use 3, 1d4 damage) vermin to the battlefield.
• Curse Spell: Range – 12” / Effect – target must re-roll all successful attacks and armor saves until the beginning of your next turn.
UR 6 Spells
• Magic Hammer Spell: Range – self / Effect – caster gains a magic hammer (Use 2; Range CC; 2d6 damage; 2x damage vs structures; one-handed); hammer disappears at the beginning of your next turn.
• Fireball Spell: Range – 12” / Effect – caster throws a 1d10 [elemental]-ball.
• Teleport Spell: Range – self / Effect – caster may move anywhere up to 10” away.
• Fear-projection Spell: Range – 12” / Effect – target must make a UR 4 skill check; if failed, target must flee 2d6.”
• Magic Bolts Spell: Range – 6” / Effect – caster summons for him/her-self 1d6+1 magic arrows; all arrows may be fired this turn (costs an Action) and have the following stats (Use 4, 1d6 damage).
• Mass Fury Spell: Range 6” / Effect – all friendly units gain +2 damage this turn; effect does not stack with other spells and/or auras.
• Mass Quicken Spell: Range 6” / Effect – all friendly units gain +2” move this turn; effect does not stack with other spells and/or auras.
• Radiating Damage Spell: Range 4” / Effect – all units in the radius take 1d6 damage; ignores extra armor.
• Acid/Infection Spell: Range 6” / Effect – target takes 4d4 damage
UR 7 Spells
• Aura of Courage Spell: Range – 6” / Effect – caster creates on him/her-self an aura of courage; friendly units within the radius are immune to fear, fleeing, and gang-up penalties. Aura lasts until caster is slain or dazed; effects do not stack with other spells and/or auras.
• Magic Sword Spell: Range – self / Effect – caster gains a magic sword (Use 2, 2d6 damage, one-handed) that grants him/her a second attack action; sword disappears at the beginning of your next turn.
• Ring of Grasping Undead Spell: Range – 12” / Effect – all MOCs within a 2” radius roll 1d10 vs armor; minifigs who fail the armor save lose 1d4 limbs (rather than “dying” as normal).
• Sacrificial Blast Spell: Range – 6” / Effect – target takes 5d6 damage; after casting, caster loses 1d4 limbs.
• Personal Fury Spell: Range – self / Effect – caster may immediately make a charge attack (regardless of pointy-ness) up to 12”; caster may attack twice on this charge (applying MOM to both attacks). Do not apply knockback until after resolving both attacks.
• Mass Fear Spell: Range – 2” / Effect – all enemies in the radius must make a Use 4 skill check; enemies who fail must flee 2d6”.
UR 8 Spells
• Holy/Unholy Radiation Spell: Range – 6” / Effect – radiates outward to do 1d6+1 damage to all enemies; against living/undead units, damage is increased to 2d6.
• Holy/Unholy Armor Spell: Range – self / Effect – caster gainst +1d6 armor and increases difficulty to hit him/her by +4 UR; armor lasts until the beginning of your next turn.
• Temptation/Mind Control Spell: Range 12” / Effect – caster and target roll skill; if the caster wins, gain control of the target for the rest of the battle. +1 UR for every 2” tall the target is.
• Concentrated [element] Spell: Range – 6” / Effect – 2d10 [elemental] damage.
UR 9 Spells
• Uber Drain Spell: Range – 12” / Effect - living target loses 1 hp/structure point (no saves allowed); caster gains 1 hp/structure point, even if that puts him/her over the max.
Ideas to help me streamline the system?
~Rev.
Mostly for the enjoyment of my friends (who play brikwars but are also Games Workshop players), I've been attempting a similar feat for brikwars. Below, I have a list of "spells" that are based pretty exclusively on Mordheim equivalents.
I could use some input from the community on how to "cost" this sort of magic system. My initial idea is that a minifig purchases "casting dice" (maybe 5 or 6 cp a pop for 1 d6). This casting pool is treated like skill for casting spells, and one spell may be chosen for the minifig for every d6 in the casting pool.
Here are sample spells:
UR 4 Spells
• Heal Spell: Range – 2” / Effect – revive one non-heroic minifig (may not attack this turn) or heal one minifig ally to full hp. This spell may be used on “living” MOC’s may be healed at +2 UR per +1” taller than a minifig.
• Token Reanimate Spell: Range – 6” / Effect – revive one non-heroic minifig who died 1 turn (or less) ago; place that minifig within 2” of the caster.
UR 5 Spells
• Personal Dispel Shield: Range – self / Effect – caster is immune to all spells until the beginning of your next turn; this spell may be sustained from turn-to-turn at UR 3.
• Lucky Spell: Range – self / Effect – caster may reroll all failed dice rolls (second result stands) until the beginning of your next turn.
• Hideous Spell: Range – self / Effect – caster increases the difficulty for other figs to attack him/her by +4 UR until the beginning of your next turn.
• Stun Spell: Range – 6” / Effect – one target becomes dazed (is disrupted, defenseless, and must take an action to recover). +1 UR for every additional inch of target size.
• Vermin Spell: Range – 2” / Effect – summon 1d3 (1d4 skill / 3” move / 0 armor / Bite attack – Use 3, 1d4 damage) vermin to the battlefield.
• Curse Spell: Range – 12” / Effect – target must re-roll all successful attacks and armor saves until the beginning of your next turn.
UR 6 Spells
• Magic Hammer Spell: Range – self / Effect – caster gains a magic hammer (Use 2; Range CC; 2d6 damage; 2x damage vs structures; one-handed); hammer disappears at the beginning of your next turn.
• Fireball Spell: Range – 12” / Effect – caster throws a 1d10 [elemental]-ball.
• Teleport Spell: Range – self / Effect – caster may move anywhere up to 10” away.
• Fear-projection Spell: Range – 12” / Effect – target must make a UR 4 skill check; if failed, target must flee 2d6.”
• Magic Bolts Spell: Range – 6” / Effect – caster summons for him/her-self 1d6+1 magic arrows; all arrows may be fired this turn (costs an Action) and have the following stats (Use 4, 1d6 damage).
• Mass Fury Spell: Range 6” / Effect – all friendly units gain +2 damage this turn; effect does not stack with other spells and/or auras.
• Mass Quicken Spell: Range 6” / Effect – all friendly units gain +2” move this turn; effect does not stack with other spells and/or auras.
• Radiating Damage Spell: Range 4” / Effect – all units in the radius take 1d6 damage; ignores extra armor.
• Acid/Infection Spell: Range 6” / Effect – target takes 4d4 damage
UR 7 Spells
• Aura of Courage Spell: Range – 6” / Effect – caster creates on him/her-self an aura of courage; friendly units within the radius are immune to fear, fleeing, and gang-up penalties. Aura lasts until caster is slain or dazed; effects do not stack with other spells and/or auras.
• Magic Sword Spell: Range – self / Effect – caster gains a magic sword (Use 2, 2d6 damage, one-handed) that grants him/her a second attack action; sword disappears at the beginning of your next turn.
• Ring of Grasping Undead Spell: Range – 12” / Effect – all MOCs within a 2” radius roll 1d10 vs armor; minifigs who fail the armor save lose 1d4 limbs (rather than “dying” as normal).
• Sacrificial Blast Spell: Range – 6” / Effect – target takes 5d6 damage; after casting, caster loses 1d4 limbs.
• Personal Fury Spell: Range – self / Effect – caster may immediately make a charge attack (regardless of pointy-ness) up to 12”; caster may attack twice on this charge (applying MOM to both attacks). Do not apply knockback until after resolving both attacks.
• Mass Fear Spell: Range – 2” / Effect – all enemies in the radius must make a Use 4 skill check; enemies who fail must flee 2d6”.
UR 8 Spells
• Holy/Unholy Radiation Spell: Range – 6” / Effect – radiates outward to do 1d6+1 damage to all enemies; against living/undead units, damage is increased to 2d6.
• Holy/Unholy Armor Spell: Range – self / Effect – caster gainst +1d6 armor and increases difficulty to hit him/her by +4 UR; armor lasts until the beginning of your next turn.
• Temptation/Mind Control Spell: Range 12” / Effect – caster and target roll skill; if the caster wins, gain control of the target for the rest of the battle. +1 UR for every 2” tall the target is.
• Concentrated [element] Spell: Range – 6” / Effect – 2d10 [elemental] damage.
UR 9 Spells
• Uber Drain Spell: Range – 12” / Effect - living target loses 1 hp/structure point (no saves allowed); caster gains 1 hp/structure point, even if that puts him/her over the max.
Ideas to help me streamline the system?
~Rev.