spells in descent

By Cador, in Descent: Journeys in the Dark

Hi,

i bought the game 2 days ago, and now i´m wonderig if there are any (house)rules that add spells.

i mean spells like in heroquest.

where you can shoot a fireball that makes damage on a 2x2 square for ex.

the magic attack in descent is the same as the range attack. thats a little bit boring.

There are treasures that give blast in the base set. Other sets have treasures that let you use the breath template for your magic attack. Well of Darkness has a shop item that gives blast (though not a very big one).

Cador said:

Hi,

i bought the game 2 days ago, and now i´m wonderig if there are any (house)rules that add spells.

i mean spells like in heroquest.

where you can shoot a fireball that makes damage on a 2x2 square for ex.

the magic attack in descent is the same as the range attack. thats a little bit boring.

No there isn't because it unneccessary. The magic attack might work the same as the ranged attacks in Descent, but magic attacks have access to Breath template based attacks and Blast attacks with is essentially the fireball thing you are looking for.

Actually there are some spells that work like what u described.

For example, there is the Ice Storm spell that has Blast effect, which allows you to hit a wide area. (but be careful though, this game has friendly fire)

Do read up on the Blast ability and Breath . You might also want to check out the other ability Arcing , but that's only available in expansion.

As for houserule spells, Descent is a magical game designed to encourage customization and homebrew stuff. By all means go ahead and do up your own house rules, but be sure to play the game at least several times first to understand how the mechanics work first before you create anything overpowered.

You can also use card editors (there are readily available ones out there) to create your very own magic weapons and skills, print them and put them into your game.

Maybe you should try the Tomb of Ice-Expansion. The feat-cards of this expansion are comparable to the spells of Hero Quest: They are one-shots that allow special effects for one turn.

However, every hero has access to feat-cards, not just the mages. But the mages' feat-cards are closest to classic spells.

hey thats sounds cool!

i bought the game because it was cheap (47€ new).

and now i read about a game called warhammer quest. this game seems to fit my needs better than descent.

i´m going to play with my girlfriend most of the time, so the coop in WHQ sounds great AND it had these cool spells

so i was afraid that it perhaps was a mistake to buy descent.

the game will arrive tomorrow, so i can check the rules.

Cador said:

and now i read about a game called warhammer quest. this game seems to fit my needs better than descent.

i´m going to play with my girlfriend most of the time, so the coop in WHQ sounds great AND it had these cool spells

so i was afraid that it perhaps was a mistake to buy descent.

Warhammer Quest is also long out of print, sadly. If that game sounds similar to Hero Quest, there's a good reason - it was part of the same lineage. In between Advanced HeroQuest and Warhammer Fantasy tabletop, as I recall.

I think you'll find the magic attacks in Decent are not that different from the spells you refer to in HQ (except that there aren't really any non-combat spells in Descent, I suppose.) Mechanically Ranged and Magic attacks are very similar, but the abilities of most Ranged weapons fill a very different role than the most Magic weapons (aka Runes.)

Instead of wizards having "spells", all characters have "skills". And some of the Wizardry skills are very spell-like.

Some examples:
Telekinesis - use your fatigue to move other figures (heroes or monsters)
Necromancy - reanimate a monster to fight for you
Hand of Death - chance to instantly kill a monster
Ran's Mark - sacrifice your own health to heal others

(Most of these are from the expansions, though.)

I did a system of spells, which also utilized a set of character classes (each with its own set of skills). It involves a reallocation of "fatigue".

Magical Spells

What interests me more than the spells is how the hell you designed those beautiful cards?

I don't know which card maker he used (there are several out there). but I recognize the images on them as the iconic characters from D&D.

The character classes and spells are all part of a more D&D conversion with Descent. I kept the Descent combat system, which I like a low. Most of the skills are the same, just divided into the classes (Warrior, Mage, Cleric, Ranger, and Rogue) with some new ones added. The fatigue system was renamed power and spellcasters have more of it, since they must spend it to cast spells.

It's probably not an option because it's the actual game's avatar. (I know, it's actually the back of the alien sheets, but it looks virtually the same.)