Slann
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Ninth Spawning
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I've finally got annoyed enough to try and make up some homebrew rules to fix the flaws in the magic system, or at least begin to. I've already suggested something in http://www.lustria-online.com/threads/idea-for-magic-summoning.19107/ but after thinking about it for a while I've come to the conclusion that that system would probably be too complex so I've come up with a new attempt. See the pdf I've attached for the current draft.
The goal of this project as a whole is the following:
What appears to be somewhat stable & balanced:
What is very much experimental:
Edit: also don't mind the lack of fluff I've not exactly put much tought in adding in flavor the spells
Edit 2: Added a new draft.
Edit 3: Draft 3
Edit 4: Draft 4, this time with some vague sense of balance.
Edit: draft 5, the banishment of wizards from non-magic factions.
Edit 6: The return of the official spells
Edit 7: Summoning strikes back.
Edit 8: A solid base
Edit 9: Something playable
Edit 10: now with an introduction and some improvements to summoning
Edit 11: With new basic rules, also divided the rules in an "essential" and "advanced" part, also added a picture of a slann cuz that was needed.
Edit 12: readjusted the spells I've added to make them more in line with the existing spells.
Edit 13: Changed some damaging spells around to be more interesting than just "deals X damage", there are now moving vortexes which can screw your own lines over amongst other things, o joy
Edit 14: Further specified summoning & how to generate points.
Edit 15: Some small balance changes & changed the fires of battle rule to be a bit simpler to use.
Edit 16: Changed the first of battle rule, made a distinction between major (proper summoning spells) and minor (effects that trigger uncer certain conditions) types of summoning.
The goal of this project as a whole is the following:
- Empowering wizards to make a wizard-based army viable by giving them the following:
- Acces to additional default spells that fullfill different basic niches
- Acces to additional bonus spells, or even schools of magic
- Acces to additional spellcasts
- The ability to prolong, shorten or remove, spell-effects so that lasting buffs/debuffs become more noticable
- Connecting this to how powerfull the wizards inherently are (a slann will benefit more than a battlewizard)
- Benefits to having multiple wizards by giving them some basic spell interaction and not having the rule of 1 invalidate them when thre are more
- Keeping their increased powers in check by adding a point costs
- Diversify the wizards from various factions so there's more difference between taking a starpriest & a battlewizard than their signature spell.
- Make summoning work in a balanced way by giving the following:
- A spell to generate some reinforcement points for summoning
- Allowing summoning to be used to reinforce units in certain situations
- Allowing non-wizard focussed armies counterplay by increasing the abilities of units that can unbind but aren't wizards
- Avoid the issues of mortal wound spam by sticking to normal wounds as much as possible, albeit in larger quantities and sometimes with rend.
- Distinguish the magic system more from the ability system by allowing a wizard to be more versatile & by allowing it to be more common for wizards to be able to cast more than once.
What appears to be somewhat stable & balanced:
- Basic spells.
- Basic rules for counteracting the additional power I've given wizards.
- Basic rules for empowering wizards & wizard-based armies & picking additional spells.
- Rules for summoning.
- Basic limitations on the armies a wizard can join.
- How to include the official spells.
What is very much experimental:
- A start to distinguishing various wizards based on faction.
- A start to the various lores of magic.
- A start for empowering spells & spells backfiring.
- A start towards balanced numbers.
- Some interaction with spells
- Limitations based on wizard level
- Actual proper tried and tested balance, Guinea-pigs are needed to try out a bunch of games to figure out the practical effect of spells. Any volunteers?

Edit: also don't mind the lack of fluff I've not exactly put much tought in adding in flavor the spells
Edit 2: Added a new draft.
Edit 3: Draft 3
Edit 4: Draft 4, this time with some vague sense of balance.
Edit: draft 5, the banishment of wizards from non-magic factions.
Edit 6: The return of the official spells
Edit 7: Summoning strikes back.
Edit 8: A solid base
Edit 9: Something playable
Edit 10: now with an introduction and some improvements to summoning
Edit 11: With new basic rules, also divided the rules in an "essential" and "advanced" part, also added a picture of a slann cuz that was needed.
Edit 12: readjusted the spells I've added to make them more in line with the existing spells.
Edit 13: Changed some damaging spells around to be more interesting than just "deals X damage", there are now moving vortexes which can screw your own lines over amongst other things, o joy
Edit 14: Further specified summoning & how to generate points.
Edit 15: Some small balance changes & changed the fires of battle rule to be a bit simpler to use.
Edit 16: Changed the first of battle rule, made a distinction between major (proper summoning spells) and minor (effects that trigger uncer certain conditions) types of summoning.
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