Simple HOTT magic
extension
Steve Burt
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 roll a 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.