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do you like these rules?!?
yes absolutly 50%  50%  [ 1 ]
no definatley not they are terrible 50%  50%  [ 1 ]
Total votes : 2
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 Post subject: Magic for Battle Companies
PostPosted: Fri Nov 17, 2006 2:50 am 
Wayfarer
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When playing games with my Battle Companies there is one thing that REALLY annoys me. WILL. What is the point of it? (apart from courage) There aren’t any rules in Battle Companies covering magic so I thought I would make some. Here they are.

It costs 10 ID to get a wizard/shaman for your Battle company. The wizard/shaman starts as a warrior of the race that you are playing with that has just been upgraded into a hero (+1 fate) but the wizard/shaman has +1 will. The wizard/shaman loses all Wargear except for a hand weapon. He also starts off with no spells.

A wizards/shamans attack may not go over 1 but a wizards will may go up to 6.

There is only allowed to be one wizard/shaman at a time in a battle company, but if the magic wielder dies you may acquire another.

Every time a wizard or shaman gains 5 experience points he may choose to roll on the advance of a hero chart or the table below.

MAGIC TABLE

D6 Power
1 Drain courage (2+)
2 Terrifying Aura (2+)
3 Immobilize/Transfix (3+)
4 Strengthen Will/Sap Will (4+) controlling player chooses
5 Natures wrath (4+)
6 +1 point of will or Might controlling player chooses


The spell/power that any magic user gains may be used from the time of acquiring till death.

Additionally a wizard or shaman may purchase equipment from the following list.

Staff of power 5 ID (may expend 1 free point of will Each turn)

Ancient artifact 2 ID (gains 1 point of fate)

Great scroll of Healing 4 ID (may +1 or –1 on the death of a hero chart this may be used on others and on self)

please leave suggestions or comments

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Last edited by Paladin Took on Sun Nov 19, 2006 12:28 am, edited 1 time in total.
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PostPosted: Fri Nov 17, 2006 4:45 pm 
Kinsman
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If the wizard didnt start out with any spells, wouldnt that make somewhat useless at first?

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PostPosted: Fri Nov 17, 2006 8:34 pm 
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Magic in BCs is already covered well enough IMO. After all, it's not like there were actual wizards within the ranks of Gondor or Rohan, and many of the Evil BCs already have rules where you can get a normal Shaman as part of an upgrade.
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PostPosted: Sat Nov 18, 2006 7:11 pm 
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if you want to use magic just recruit a wizard or shaman as your ally

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PostPosted: Sat Nov 18, 2006 9:35 pm 
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Lupino wrote:
it's not like there were actual wizards within the ranks of Gondor or Rohan, and many of the Evil BCs already have rules where you can get a normal Shaman as part of an upgrade.



I agree in this point. There weren't that many "good" wizards...
I don't think there would be much more than some sort of medic, doctor, healing-person, or something like that... For Good, that is...
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