Slann
Aginor
Fifth Spawning
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Hey y'all!
Concerning magic, and especially summoning I had an idea. I call it Channeling for now (name might change)
It would work like this:
No change to the core rules or the rules of one, everything still applies. There is only one spell added, plus a small change in how summoning works.
Variant 1:
Every wizard knows the spell "Channeling"
Channeling has a casting value of 4. If it succeeds the wizard gets one channeling point.
Channeling requires to adjust to leylines of magic so the wizard may not move, or attack in this turn.
Roll a dice if there are no enemies within 6" of the wizard. On a 6 the wizard gets an additional channeling point.
On a roll of 11 or more the wizard gets one additional channeling point.
Wizards can use their channeling points in the following ways:
1. Let the magic flow through them. For each channeling point gathered add 1 to all casting and unbinding rolls. Does not spend the point.
2. Spend channeling points to get additional spells or additional unbinds in that round. (One spell or unbind per point, rules of one still apply!)
3. Summoning. When a casting roll for a summoning spell succeeds the wizard can choose to spend his channeling points instead of reinforcement points. For each 100 points block the unit is worth the wizard needs to spend one of his channeling points.
Examples for costs:
A unit of ten Skinks (80) or Zombies (60) would cost 1 channeling point
A unit of three Kroxigor (180) or three Hexwraiths (160) would cost 2 channeling points
A Bastiladon (300) or a unit of five Blood Knights (260) would cost 3 channeling points
A Dread Saurian (400) or a Terrorgheist (320) would cost 4 channeling points
Variant 2:
Same rules as above, but you don't spend the channeling points for summoning, you spend them to earn reinforcement points, which you spend normally. You earn 100 reinforcement points per channeling point.
The advantage would be that cou can spend those points better (A Spirit Host of three costs 120 points. In Variant 1 you would spend two points on it, that you could also have spent to summon a unit for 200 points)
Another advantage is that after the wizard that created them is dead another wizard (if you have one) can use the reinforcement points.
Thoughts about it:
- The casting value of 4 means it almost always succeeds, but that's ok. We need that roll mainly for unbinding and for the chance to get two points.
- It makes wizard tactics more interesting. They have more tactical options.
- Wizards that are in no position to cast a spell or just don't need/want to cast can spend one of their spells on channeling.
- Strong wizards like Nagash and Kroak can almost in every round choose to spend one of their spell slots to channel. I still have to do the math on those but I think it doesn't make them overpowered because they still have to cast their summons.
- Summoning works without points easier again, but it costs you time and movement
- Some wizards may have interesting and/or scary side effects with that. Imagine a Weirdknob Shaman. If his guys stay near him and he has two rounds to channel he might have a pretty high casting roll for his Gork spell.
What do y'all think? Easily exploitable? Too weak to be of use? Too strong? Too complex?
I think I might give it a try in my next game if my friend is OK with it.
Concerning magic, and especially summoning I had an idea. I call it Channeling for now (name might change)
It would work like this:
No change to the core rules or the rules of one, everything still applies. There is only one spell added, plus a small change in how summoning works.
Variant 1:
Every wizard knows the spell "Channeling"
Channeling has a casting value of 4. If it succeeds the wizard gets one channeling point.
Channeling requires to adjust to leylines of magic so the wizard may not move, or attack in this turn.
Roll a dice if there are no enemies within 6" of the wizard. On a 6 the wizard gets an additional channeling point.
On a roll of 11 or more the wizard gets one additional channeling point.
Wizards can use their channeling points in the following ways:
1. Let the magic flow through them. For each channeling point gathered add 1 to all casting and unbinding rolls. Does not spend the point.
2. Spend channeling points to get additional spells or additional unbinds in that round. (One spell or unbind per point, rules of one still apply!)
3. Summoning. When a casting roll for a summoning spell succeeds the wizard can choose to spend his channeling points instead of reinforcement points. For each 100 points block the unit is worth the wizard needs to spend one of his channeling points.
Examples for costs:
A unit of ten Skinks (80) or Zombies (60) would cost 1 channeling point
A unit of three Kroxigor (180) or three Hexwraiths (160) would cost 2 channeling points
A Bastiladon (300) or a unit of five Blood Knights (260) would cost 3 channeling points
A Dread Saurian (400) or a Terrorgheist (320) would cost 4 channeling points
Variant 2:
Same rules as above, but you don't spend the channeling points for summoning, you spend them to earn reinforcement points, which you spend normally. You earn 100 reinforcement points per channeling point.
The advantage would be that cou can spend those points better (A Spirit Host of three costs 120 points. In Variant 1 you would spend two points on it, that you could also have spent to summon a unit for 200 points)
Another advantage is that after the wizard that created them is dead another wizard (if you have one) can use the reinforcement points.
Thoughts about it:
- The casting value of 4 means it almost always succeeds, but that's ok. We need that roll mainly for unbinding and for the chance to get two points.
- It makes wizard tactics more interesting. They have more tactical options.
- Wizards that are in no position to cast a spell or just don't need/want to cast can spend one of their spells on channeling.
- Strong wizards like Nagash and Kroak can almost in every round choose to spend one of their spell slots to channel. I still have to do the math on those but I think it doesn't make them overpowered because they still have to cast their summons.
- Summoning works without points easier again, but it costs you time and movement
- Some wizards may have interesting and/or scary side effects with that. Imagine a Weirdknob Shaman. If his guys stay near him and he has two rounds to channel he might have a pretty high casting roll for his Gork spell.
What do y'all think? Easily exploitable? Too weak to be of use? Too strong? Too complex?
I think I might give it a try in my next game if my friend is OK with it.
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