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Subject: Magic system for ESNA-NW rss

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Jacob Peck
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Hello all,

Attached is a magic system for ESNA-NW. It allows you to learn spells, and find charged artifacts that cast spells for you. Enjoy!

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ESNA-NW Magic
Magic can manifest itself in the world in 2 ways:

Some races/classes have the ability to learn magic
You can find artifacts with magic instead of enchantments

Starting with Magic, without Races or Classes

If you don't want to play with races or classes, you can give up your ability to use the Run Away! Battle Action, and instead draw a card and start with the spell given by the Reference Letter.

You may learn Run Away! in a future study at at temple.

Learning magic

If your character starts with a spell, you have the option of learning a new Spell on level-up instead of a new Battle Ability.

Spells have Study Letters rather than Study Numbers, but otherwise you can learn them just like Battle Abilities. Note that the Spell Tree is disjoint -- some spells will not ever be available to your character depending on your starting spell choice. During study at a temple, you may choose between learning a Battle Action or a Spell. While learning a Spell during study, you may only learn spells matching a color of terrain in the same Kingdom as the temple you are studying at.

Note that a spell's Level has no bearing on whether or not your character can learn it. It is only used during the casting of a spell.

You may not learn spells from items, meaning if your character didn't start with magic, they cannot learn magic.

Generating Magic Artifacts

When generating loot as normal, draw a second card and compare the previous type.

If the two types do not match, the first type is the type of the item and the second card is ignored. Continue generating the item as usual.

If they match, the item is not an enchanted item, but rather an artifact that can be used to cast a spell. Artifacts have a different generation method:

The reference letter on the second card determines which spell is contained in the item. The item level is still recorded for selling price purposes. Flip another card, and use the Paths number as the number of charges the item has to begin with.

Artifacts do not have to be worn/weilded to be used. They often take the form of a small trinket, like a gemstone or a carved rock.

Charging Artifacts

You can charge artifacts at Temples. A Temple can charge an item to a maximum number of charges equal to its level. The price for this service is 100 X temple's level X number of charges desired. A Temple cannot add charges to an item if the item already has charges equal to or greater than the current Temple's level.

Selling Artifacts

You may sell Artifacts just like items. Their selling price is determined as a normal item (use the item's level, not the spell's level), but is worth an additional 50 Gold for each remaining charge.

Breaking and Repairing Artifacts

If an Artifact reaches 0 charges, the power of magic escaping the item for the last time overtakes the structural integrity of the item and breaks it. A broken Artifact is worthless for selling, and may not be recharged until repaired.

To repair an Artifact, you must take it to a MetalMancer of equal or higher level as the Artifact. The cost of this service is equal to 100 x Artifact's level. A rpaired Artifact still has 0 charges until it is recharged.

Casting Spells

Battle Actions can only be used once per character Level. Spells can be used indefinitely, so long as the character has HP to spend on them. To determine the HP cost of a spell, AFTER you have committed to casting the spell, perform a BS, using your unmodified level vs. the level of the spell on the Spell table. Lose the difference in HP. If your BS is >= the spell BS, you lose nothing.

Additionally, spell costs may be offset by providing the proper color of mana. Mana comes from terrain types.

Forest: green
Desert: yellow
Farm: blue
mountain: red

If you are in a kingdom with the proper terrian, you only lose 1/2 the HP from the HP check. If you are in a Kingdom with two of the same terrain, casting that color of spell will only make you lose 1/4 the HP from the HP check. While inside a dungeon, mana is at half effectiveness -- such that a Kingdom with one proper terrain means you'd take 3/4 of the HP damage, and a Kingdom with two proper terrain would have you lose 1/2 of the HP.

Casting spells from Artifacts still forces an HP and color check as above. Additionally, you must erase 1 charge from the item. Artifacts with 0 charges cannot be used to cast spells.

Spells can be cast at 2 times during the turn: The Inventory phase, and during Combat as an Early Battle Action. You may cast a single spell during the Inventory phase, and if you cast a spell as an Early Battle Action, you may not use another Early Battle Action or Spell that battle. Spells in the spell list will notate when they can be cast.

Death by Magic

If you manage to reduce your HP to 0 by casting magic (either from an Artifact or a Spell), you are knocked out. Draw a card as usual to determine hit location. Hits to the head are fatal, all others are non-fatal. On non-fatal wounds, your character wakes up in the nearest settlement (regardless of displeasure) with 1/2 HP.

If you KO'd yourself with a spell you had learned, erase it from your sheet. It is gone forever. If it was your only spell, you may no longer learn spells, ever again. The winds of magic are fickle and dangerous!

If you KO'd yourself with an artifact, the item is destroyed.

Spell list

Blue spells tend to change things about the world.
Red spells are combat spells.
Green spells tend to change things about your character.
Yellow spells tend to change things about your opponents.

A - Alter Terrain

Inventory phase spell
Blue
Level 3
Study Letters: E, I
Erase one terrain type icon in your current Kingdom, and draw a new one from the deck to replace it.

B - Battleblood

Early Battle Action spell
Red
Level 2
Study Letters: F, R
Reduce the opponent Horde size by 3 after this Battle Sequence.

C - Change into Clouds

Inventory Phase spell
Green
Level 4
Study Letters: G, S
You cannot be attacked until your next turn. You may not interact with settlements, buildings, or other characters.

D - Disillusionment

Early Battle Action spell
Yellow
Level 2
Study Letters: H, P
Your opponent has a -1 Level penalty to this and the next 2 Battle Sequences.

E - Earthquake

Inventory Phase spell
Blue
Level 6
Study Letters: A, M
Destroy any settlement or dungeon in this Kingdom. Erase all unhappy faces in this Kingdom. Any active quests with this Kingdom as a destination are immediately failed, along with any resulting penalties.

If you are within a dungeon when you destroy it, you are teleported to the Kingdom unharmed.

F - Firestorm

Early Battle Action spell
Red
Level 7
Study Letters: J, N
Reduce the opponent's horde size by 5 immediately (before figuring out BS). If this ends the battle, collect no loot or treasure.

G - Great Speed

Inventory Phase spell
Green
Level 3
Study Letters: C, K
You may move two Kingdoms during the Move phase. Do not perform any checks or actions before your move is completed.

H - Hold

Inventory Phase spell
Yellow
Level 2
Study Letters: D, L
Do not increase the horde sizes during combats this turn.

I - Inclement Weather

Inventory Phase spell
Blue
Level 1
Study Letters: E, M
Choose one terrain type. That type of terrain has no effect on any bonuses or penalties this turn. Has no effect in Dungeons.

J - Jet of Ice

Early Battle Action spell
Red
Level 2
Study Letters: F, N
Your total BS will be equal to your opponent's total BS this round -- i.e., this is a stalemate round, and attrition occurs as normal.

K - Kindness

Inventory Phase spell
Green
Level 3
Study Letters: S, O
Villages will provide healing to you at a cost as if the village were one level higher for this turn.

L - Lethargy Upon Beasts

Inventory Phase spell
Yellow
Level 3
Study Letters: D, T
Whenever required to fight a monster, you may draw another card and use its reference letter instead, if you choose. Once drawn, the second option must be used.

M - Manifest Riches

Inventory Phase spell
Blue
Level 2
Study Letters: A, Q
All Loot is determined at +1 level for this turn. This includes Treasure and Artifacts.

N - Neverending Pain

Early Combat Phase spell
Red
Level 5
Study Letters: B, R
Your opponent's horde size halves each round for the remainder of combat.

O - Opulence

Inventory Phase spell
Green
Level 3
Study Letters: S, C
Castles will offer you quests as if they were 2 levels higher, regardless of displeasure, for the rest of the turn.

P - Presence of Fear

Inventory Phase spell
Yellow
Level 3
Study Letters: H, T
No battle is mandatory this turn. You may choose whether or not to fight any given opponent. If you choose to do so, they fight at full strength.

Q - Quiet Prosperity

Inventory Phase spell
Blue
Level 3
Study Letters: E, I, M
No dungeons may appear or level up this turn. If a dungeon symbol appears on your Event check card, treat it as if it were a '+2' event along with whatever other event you drew, resolving the dungeon's '+2' event first.

R - Rage

Inventory Phase spell
Red
Level 1
Study Letters: B, J
You immediately win the first combat you have this turn, taking damage equal to 1/2 the opponent's BS. Loot as if you had won.

S - Shapeshift

Inventory Phase spell
Green
Level 3
Study Letters: K, O
Draw a card for reference letter. Gain the same Type, +1 Terrain, and -1 Terrain as that creature, and add it's horde size to your HP. Spell effects last until the beginning of next turn, at which point any excess HP above your maximum disappears.

T - Terror

Early Battle Action spell
Yellow
Level 6
Study Letters: L, P
Your opponent runs away, ending combat immediately. Loot as if you had won the combat, and then add 1 to the horde size of your opponent.
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Gustavo Herodier
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Interesting, I'll try this out next game
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Jeff Hammans
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Very cool, I'm glad to see someone doing more with ESNA. Very innovative.
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