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Magic, Monsters, SAIs

 
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stormywaters
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Joined: 22 May 2011
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PostPosted: Sat Nov 23, 2013 1:23 pm GMT    Post subject: Magic, Monsters, SAIs Reply with quote

I'm just spitballing here, but what if we tried this:

1. There is a small list of generic spells: resurrection, saves, maneuvers, etc.
2. Each race has a couple of racial spells.
3. Instead of casting one of the above spells, players could "cast" an SAI found in their army

Obviously this is not a finalized idea, but more of a rough sketch. Some SAIs might not work, or might need to be adjusted.

So, for instance, you might use your magic to "cast" Charge, which might be "Until the end of the turn, target army applies a Charge SAI on its next melee attack roll".

It would limit the time spent on spells, possibly make monsters more enticing, and help bring out the less-useful monsters (like the Genie, Skawilly).

What do you guys think?
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Iain456
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Joined: 26 Feb 2012
Posts: 138
Location: MURICA! F*** YEAH!

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PostPosted: Sat Nov 23, 2013 1:32 pm GMT    Post subject: Re: Magic, Monsters, SAIs Reply with quote

stormywaters wrote:

and help bring out the less-useful monsters (like the Genie, Skawilly).


This is an interesting concept. and way to put Skawilly on blast Laughing


But I would have a feeling that the really good SAIs such as smite and

Counter would get really broken if you could "cast" them.
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stormywaters
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Joined: 22 May 2011
Posts: 1403

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PostPosted: Sat Nov 23, 2013 1:41 pm GMT    Post subject: Re: Magic, Monsters, SAIs Reply with quote

Iain456 wrote:
stormywaters wrote:

and help bring out the less-useful monsters (like the Genie, Skawilly).


This is an interesting concept. and way to put Skawilly on blast Laughing


But I would have a feeling that the really good SAIs such as smite and

Counter would get really broken if you could "cast" them.


Sure, unless each SAI could only be "cast" once per turn.
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