An Alternative Magic System for HOTT
Steve Burt writes:
This is a simple extension to HOTTs magic system, hopefully keeping to
the 'cheap and cheerful' approach. You will notice that 2 of the spells
(Ensorcel and Destroy) are exactly the same as the current Magician
effects.
Rather than the single ensorcel/destroy available, this gives magicians
a few more options. For each spell, the PIP cost is given, along with
effects.
Combat spells require a combat dice roll and are subject to normal
tactical factors. Non-combat spells don't require a dice roll, but their
casting cost is increased instead by 1 PIP in the presence of Clerics,
Paladins, or water (in other words, if a +2 tacical factor would apply,
increase the casting cost by 1 instead).
You may cast as many spells as you have PIPs, so you could enfeeble an
opposing hero before an ensorcel, but you would need 5 PIPs to do it....
Combat spells - require a normal combat roll
- Ensorcel (2)
If successful, target is 'in limbo' - remove from table, bring back on a
6 as per existing rules.
Succeeds by beating Heros or Magicians, Doubling all others, except -
Gods flee the battlefield if beaten.
Behemoths Airboats and Aerials flee 600 paces if beaten.
- Destroy (2)
Target destroyed.
Succeeds by doubling.
- Control (3)
Target is controlled by magician. Owner may restore control either by
rolling a 6, or by killing the controlling magician.
Succeeds by doubling.
You *must* spend a PIP on each controlled element (which may be used to
move it normally) or lose control of the element.
This means that you can never control more than 4 elements (think about
it), and if you rolla 1 you will only be able to keep control of a
single element.
Elements under enemy control count as lost to their owner, just like
elements in limbo.
Non-combat spells - no combat roll required
- Haste (2)
Cast in own turn. Target group or element may make an extra move.
- Slow (1)
Cast in opponent's turn when a group or element is moved. Target group
or element requires an extra PIP to move.
- Empower (2)
Cast at any time. Target element adds 1 to factors for remainder of this
move.
- Enfeeble (3)
Cast at any time. Target element subtracts 1 to factors for remainder of
this move.
- Reroll (2)
Cast at any time. Re-roll the last combat dice roll. (Note that you
can't use this on PIP rolls since this results in a obvious systems
hack).
- Counterspell (X)
Costs same as casting cost of spell being countered. Target spell fails.
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