More Magical Musings for TMA6

It seems to me that most magical spells would fall under only a few types.  Most games published today dress them up and modify them slightly so that the druid can summon better while the wizard can throw a better fireball.  Stuff like that.  I am taking a different rout by using broad spell types.  You can then add opposites to double the number of spells.  A caster will have a set number of points per battle to cast spells.  Each spell will have a casting cost.  Spells will be assigned to caster types.  I might even add some sort of passive effect for each caster.  Here are some of the spells I’ve come up with so far.

Haste: Allows the target unit to move D6″.  A’6′ doubles the unit’s movement.  1 turn duration.  Cost 2 points.

Slow: Deducts D6″ from the target unit’s move.  A ‘6’ reduces the unit’s move to 0.  1 turn duration.  Cost 2 points.

Summon: Summons a monster to do as the caster bids.  A ‘6’ summons a large monster.  Permanent until dispelled.  3 points.

Banish:  Destroys a summoned creature if the caster can beat the opponent’s die roll.  A ‘6’ makes it automatic.  Immediate effect.

Protect: Increases the target unit’s protection by 1 class.  A ‘6’ makes the unit have the best armor in the game regardless of matchup.  Permanent until dispelled.  2 points

Negate: Decreases the target unit’s armor by 1.  A ‘6’ gives the unit the worst armor in the game regardless of matchup.  Permanent until dispelled.  2 points

Strength: Increases the target unit’s combat skill by 1.  A ‘6’ gives the unit the best combat skill in the game regardless of matchup.  Permanent until dispelled.  2 points

Enfeeble:  Decreases the target unit’s combat skill by 1.  A ‘6’ gives the target unit the worst combat skill in the game regardless of matchup.  Permanent until dispelled.  2 Points

Missile attack (Fireball Lightning etc): 1+ 1D6 per point put into the attack.  A ‘6’ doubles the effect of the points put into the fireball.  Ex. 2 points would be a 3 die fireball.  A ‘6’ effect would be a 5 die fireball.  Note that a caster may always throw a 1 die missile attack at no cost.  Instantaneous.  0-3 points

Missile shield:  Makes the target unit fully armored against normal missiles.  A ‘6’ makes the unit invulnerable to all missiles including magical ones.  1 turn.  1 point.

So that’s 10 spells right there.  I can probably come up with a few more.  A caster can not have more than 1 of each type of spell going at a time.  They could summon a creature, strengthen a unit and cast a fireball for instance.  Magic points can be variable but I suspect 10 points is a good number.  Perhaps just 1 caster per army would be enough magic for a battle.

 

 

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