Adding a new spell

Teleport Character sounds a little too powerful.

Since we're dreaming, how about Confuse Character?

If character not being led by another character, wanders to a random hex; current hex or one of the surrounding six.
Casting on company/army commander leads company/army the wrong way.

···

--
Andy Hatcher
ahatcher@netapp.com <mailto:ahatcher@netapp.com>

-----Original Message-----
From: Paul Moreno [mailto:pmoreno407@msn.com]
Sent: Thursday, September 26, 2002 11:14 AM
To: mepbmlist
Subject: Re: [mepbmlist] Adding a new spell

How about;

1) Teleport Character spell; Be able to send a Char. of any Nation to any land hex on the map. For example; Battle at Goblin Gate, enemy CO that just won't die, send him to Khand-land. Or you need to wack someone across the map send a Super Agent via teleport, :slight_smile:

2) Strengthen Character spell; Be able to +25 to any rank that a character already has for a turn or two, :slight_smile:

3) Alchemy spell; Be able to turn one commodity into another, :slight_smile: , with limits of course.

Spells should require the possession of a specific arty, :slight_smile:

Paul Moreno
  
----- Original Message -----
From: benmin18
Sent: Thursday, September 26, 2002 10:20 AM
To: mepbmlist@yahoogroups.com
Subject: [mepbmlist] Adding a new spell
  
In the past much has been made of mage being the weakest class/skill
a character can possess. Granted, locating, revealing, and cursing
are VERY powerful things, but they do take time to develop. But to
make mages even more valuable, I was wondering what the odds were of
adding a new spell?

What I was thinking of was a reveal character spell that would allow
a mage to know all the names of characters in the hex the mage is
currently occupying. Unlike the scout character order which can
reveal name, nation, title, and give false info, the reveal spell for
mages would ONLY reveal character names and no other information.

The spell would fall under the Reveal line and be a hard spell. I
think something like this would help both sides and make mages much
more valuable characters for scouting purposes and give them
something else to do.

- Ben

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I like the Confuse spell. Good excuse for when I mess up my movement orders.

While we're at it, I would like to see counterspells being available. There should be different levels of dificulty and they should have a chance of injuring either or both mages involved (similar to casting two spells yourself?). This seems to have a precedent in Gandalf's battle against the Balrog in Moria.
Just consider the effect on Curse squads. A sufficiently powerful counterspell (cast by several mages) would have a chance of killing some members of the squad. This puts them at the same risk as agents. Also, if low ranked mages could cast simpler counterspells which reduce the effect of spells then it suddenly becomes worth naming mages as 'guards' so that the enemy curse only does 80 damage instead of 100 say.

I would also like to see spells that could affect army movment. They would be cast on a hex and, depending on the spell, would either increase or decrease the cost of moving through that hex for all armies. I would make these spells Lost List, with possibly some nations having access to certain versions. It certainly seems reasonable that the Sindar, at least, would have ways of making it easier to move through forests. Just consider the effect on strategy when you could never be certain if your army would get to its targetwhen it was supposed to.

Richard

···

----- Original Message -----
  From: Hatcher, Andy
  To: 'mepbmlist@yahoogroups.com'
  Sent: Thursday, September 26, 2002 7:25 PM
  Subject: RE: [mepbmlist] Adding a new spell

  Teleport Character sounds a little too powerful.

  Since we're dreaming, how about Confuse Character?

  If character not being led by another character, wanders to a random hex; current hex or one of the surrounding six.
  Casting on company/army commander leads company/army the wrong way.
  --
  Andy Hatcher
  ahatcher@netapp.com <mailto:ahatcher@netapp.com>

  -----Original Message-----
  From: Paul Moreno [mailto:pmoreno407@msn.com]
  Sent: Thursday, September 26, 2002 11:14 AM
  To: mepbmlist
  Subject: Re: [mepbmlist] Adding a new spell

  How about;

  1) Teleport Character spell; Be able to send a Char. of any Nation to any land hex on the map. For example; Battle at Goblin Gate, enemy CO that just won't die, send him to Khand-land. Or you need to wack someone across the map send a Super Agent via teleport, :slight_smile:

  2) Strengthen Character spell; Be able to +25 to any rank that a character already has for a turn or two, :slight_smile:

  3) Alchemy spell; Be able to turn one commodity into another, :slight_smile: , with limits of course.

  Spells should require the possession of a specific arty, :slight_smile:

  Paul Moreno
    
  ----- Original Message -----
  From: benmin18
  Sent: Thursday, September 26, 2002 10:20 AM
  To: mepbmlist@yahoogroups.com
  Subject: [mepbmlist] Adding a new spell
    
  In the past much has been made of mage being the weakest class/skill
  a character can possess. Granted, locating, revealing, and cursing
  are VERY powerful things, but they do take time to develop. But to
  make mages even more valuable, I was wondering what the odds were of
  adding a new spell?

  What I was thinking of was a reveal character spell that would allow
  a mage to know all the names of characters in the hex the mage is
  currently occupying. Unlike the scout character order which can
  reveal name, nation, title, and give false info, the reveal spell for
  mages would ONLY reveal character names and no other information.

  The spell would fall under the Reveal line and be a hard spell. I
  think something like this would help both sides and make mages much
  more valuable characters for scouting purposes and give them
  something else to do.

  - Ben

  Middle Earth PBM - hit reply to send to everyone
  To Unsubscribe: http://www.yahoogroups.com
  Website: http://www.MiddleEarthGames.com

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Clint and Company,

I guess the basic question remains, is adding a new spell into the
mix a possibility? What spell would be added to be debated later.

- Ben

Teleport Character sounds a little too powerful.

  Since we're dreaming, how about Confuse Character?

  If character not being led by another character, wanders to a random hex; current hex or one of the surrounding six.
  Casting on company/army commander leads company/army the wrong way.

···

----- Original Message -----
  From: Hatcher, Andy
  To: 'mepbmlist@yahoogroups.com'
  Sent: Thursday, September 26, 2002 7:25 PM
  Subject: RE: [mepbmlist] Adding a new spell

  --
  Andy Hatcher
  RD: MUCH better than the previous suggestions, which were far too powerful. But, rather than directly influence a character, I would have a "Mist of Confusion" spell. We know Galadriel could conjure up magical mists, Saruman blocked the Redhorn Pass with a blizzard and avalanches, and Murazor apparently was responsible for the extreme weather conditions in Angmar, so this is more consistent with Tolkien.

  The target character could perhaps be allowed a "saving throw" based on his command rank.

  ahatcher@netapp.com <mailto:ahatcher@netapp.com>

  -----Original Message-----
  From: Paul Moreno [mailto:pmoreno407@msn.com]
  Sent: Thursday, September 26, 2002 11:14 AM
  To: mepbmlist
  Subject: Re: [mepbmlist] Adding a new spell

  How about;

  1) Teleport Character spell; Be able to send a Char. of any Nation to any land hex on the map. For example; Battle at Goblin Gate, enemy CO that just won't die, send him to Khand-land. Or you need to wack someone across the map send a Super Agent via teleport, :slight_smile:

  2) Strengthen Character spell; Be able to +25 to any rank that a character already has for a turn or two, :slight_smile:

  3) Alchemy spell; Be able to turn one commodity into another, :slight_smile: , with limits of course.

  Spells should require the possession of a specific arty, :slight_smile:

  Paul Moreno
    
  ----- Original Message -----
  From: benmin18
  Sent: Thursday, September 26, 2002 10:20 AM
  To: mepbmlist@yahoogroups.com
  Subject: [mepbmlist] Adding a new spell
    
  In the past much has been made of mage being the weakest class/skill
  a character can possess. Granted, locating, revealing, and cursing
  are VERY powerful things, but they do take time to develop. But to
  make mages even more valuable, I was wondering what the odds were of
  adding a new spell?

  What I was thinking of was a reveal character spell that would allow
  a mage to know all the names of characters in the hex the mage is
  currently occupying. Unlike the scout character order which can
  reveal name, nation, title, and give false info, the reveal spell for
  mages would ONLY reveal character names and no other information.

  The spell would fall under the Reveal line and be a hard spell. I
  think something like this would help both sides and make mages much
  more valuable characters for scouting purposes and give them
  something else to do.

  - Ben

  Middle Earth PBM - hit reply to send to everyone
  To Unsubscribe: http://www.yahoogroups.com
  Website: http://www.MiddleEarthGames.com

  Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/

  [Non-text portions of this message have been removed]

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Not possible at present. Same old thing with GSI "don't fix what's not broken".

Clint

···

Clint and Company,

I guess the basic question remains, is adding a new spell into the
mix a possibility? What spell would be added to be debated later.

- Ben