Some spells just simply aren't as useful or powerful as others and now we have a method to balance this out: Augmentation. |
Spell Augmentation Table |
Spell Name - Augment Cost Description of the extra effect you get for Augmenting it |
Acquisition - 2 Take one extra Object of your choice or Gold. |
Alchemy - 2 Gain 1 extra Gold for each Object you convert into Gold. |
Barrier - 1 Extend the duration of the Spell by 1 turn. |
Bolster- 1 Add +2 to the Strength bonus given by the Spell. |
Brainwave- 1 Extend the duration of the Spell by 1 turn. |
Counterspell - 2 Counter the targets next Spell as well. |
Craft - 2 Gain 1 extra Craft. |
Destroy Magic - 2 Extend the duration of the Spell by 1 turn. |
Destruction - 1 Remove one extra card. |
Displacement - 1 Relocate one extra Adventurer card. |
Divination - 1 Add 5 to the number of cards you may look at. |
Enrich - 1 Gain 2 extra Gold. |
Feeblemind - 1 Lower Craft by 1 extra point. |
Finger of Death See Below |
Fireball -2 Add +2 to the Strength of the Spell |
Gust of Wind - 1 Add +1 to the die roll for each Object. |
Healing - 1 Gain 1 Life in addition to being fully healed. |
Hex - 1 Extends the duration of the Spell by 3 turns. |
Immobility - 1 Affected player immobilized on his next turn as well. |
Invisibility - 1 Extends the duration of the Spell by 1 turn. |
Lightning Bolt - 1 Lose 1 extra turn. |
Magic Shell - 1 Extends the duration of the Spell by 1 turn. |
Mesmerism - 2 Take one extra Follower of your choice. |
Metamorph - 1 Draw an extra card if you wish. |
Mind Steal - 2 Take 1 extra Spell of your choice. |
Mini-Vortex - 1 Affect 1 extra space. |
Misdirection - 1 Extend the duration of the Spell by 1 turn. |
Nullify - 2 Affected player discards the next Spell he gets as well. |
Preservation See Below |
Psionic Blast - 1 Increase Dtrength by extra +50% of your Craft. |
Random - 2 Force the reroll of the die if you didn't like the original |
Reflection - 2 Augment the reflected Spell one degree |
Ressurection - 1 Add +2 to the Strength or Craft of the Enemy |
Restoration - 2 Protects you from the next Event as well |
Siphon - 2 Draw 1 extra Strength or Craft |
Slow Motion - 1 Extend the duration of the Spell by 2 turns |
Speed - 1 Extend the duration of the Spell by 1 turn |
Spell Call - 2 Take the next Spell on the discard pile as well |
Spell Turning - 2 Augment the turned Spell one degree |
Summon Storm - 1 Add +1 to the die roll |
Teleport See Below |
Temporal Warp - 1 Add 1 to the number of Turns to you may take |
Temporary Change - 1 Double the duration of this Spell |
Transmute See Below |
Warp Gate See Below |
Water Walking See Below |
Weakness - 2 Lower Strength by 1 extra point |
An Example
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Special Cases |
Finger of Death - 2 Finger of Death is just too powerful and needed weakening. Augmenting it allows it to take an extra Life. |
Preservation - 2 Add a Life counter to the a Follower or Enemy affected. If they would be destroyed remove the Life counter. Teleport - 2 Move to the space of your choice on the opposite side of the Storm River if you wish. | Transmute - 1 Transmute is overpowered and needs to be toned down a notch. Augmenting it allows it to affect one extra object. |
Warp Gate - 2 If Augmented put this Spell on the board and now treat it as a Place. It will not fade away if a player uses it but can be destroyed like any other Place on the board. Water Walking - 2 Move to the space of your choice in the same region if you wish. |
Way ot Lotus - 2 Gain an extra +1 Craft bonus and a +1 bonus to Strength and Craft if you fight while your Astral form is abroad. |
Minor Rule Changes |
Alternative AbilitiesUseful for: all Characters that begins with Spells. |