Well I am about to embark on an exciting and, I must admit to myself, over ambitious attempt at a board game. Not just any simple roll dice and go around the board until the "end", but the much more complex type of board game enjoyed by gamers. I will be using several different platforms, many different rule systems, inventing a few rules that others will say "we don't do that", characters that some will like and some won't, and basically screw things up now and then. But I look forward to the enjoyment of creating something. It isn't even a necessity that anyone even play it. I'm doing this strictly for the joy of creation and to push myself to see if I can do this. I expect this endeavor to last me at least a year with all the research, oops, shit, fucks, test playing, embarrassment, and guts it will take to complete.

Wednesday, January 15, 2014

Spells

A spell deck. I am not one to do spells when I play RPGs. I am usually just a fighter and don't get into magic. Mostly because I am so new to gaming that I am just trying to learn the games that, lets be honest, are very hard to learn. To some who have been playing D&D since its conception thing that games are pretty easy to learn or to play. They can pick up a game very easily. However, someone like me who is very new find it quite over powering sometimes. So with just trying to learn all the game rule, tricks, terminology and such, I have just avoided anything magic. The rules and regulations that go along with magic and spells is just way beyond what I can comprehend and remember at this point. 

So this being said, I know this part of the game is a necessity. I am also aware of the thinking - what kind of game would it be it if didn't have magic spells? Below is my pitiful attempt at some spells. This is a section that I will definitely be revisiting. 

There are two different ways I can see of doing spell card decks. One would be to have the cards listed as the different schools of magic (which I took from Paizo Pathfinders) which from what I can see there are eight. This, of course, would then create a huge amount of decks. Or I can just pick a few commonly used spells and just have a spell deck. 

The eight schools of magic are:

  • Abjuration: protective spells
  • Conjuration
  • Divination
  • Enchantment
  • Evocation
  • Illusion
  • Necromancy
  • Transmutation
Some common spells:
  • Revive - resurrect the dead
  • Remove curse - can be used on card holder or another player
  • Speed boost - increase speed by X (die roll?)
  • Shield of protection - protects from either death or harm (?) for X turns 
  • Explosion - knocks ALL figures back X spaces (maybe in certain direction based on roll?)
  • Revert - transfer all magic effects back to caster
  • Blind - blind a target for X amount of time
  • Disarm - disarm target of weapon for X turns
  • Slow fall - slows a fall as if from only a few feet
  • Fireball - tiny ball of fire that explodes X distance
  • Invisibility - invisible for X time but if attacked becomes visible
  • Lightening - bolt of energy
  • Meteor Storm - X meteors fly and explode like a fireball
  • Polymorph - change target into another form of living creature
  • Teleport - to transfer someone or thing to another place
  • Cure light wounds
  • Cure critical wounds
This is a subject that I will definitely need to look at more closer. 



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