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 Diversified Spells for Coreheim

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Asp
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PostSubject: Diversified Spells for Coreheim   Mon 14 Dec 2009 - 16:33

Since we streamlined the spell lists I think we've had about 25 requests for diversified spells.

Though I personally value balance over diversity, we also aim to please, so I've started working on some add-on rules.

Find them here:

http://indadvendt.dk/mordheim/coreheim_unique_spells.pdf

All feedback will be answered in a polite and non-aggressive manner Smile
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magokiron
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PostSubject: Re: Diversified Spells for Coreheim   Mon 14 Dec 2009 - 18:28

I must say I'm with you in this.

One of the first thing I did to "balance" our games some 10 years ago, was creting a "common magic" list, that everyone (except some obvious changes for the undead) will use.

So I'll stick with the "slight variation" spell lists, but will check the others anyway.

Best wishes.
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Meister Ostalgie
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PostSubject: Re: Diversified Spells for Coreheim   Tue 15 Dec 2009 - 2:14

If Ostlanders is in Coreheim, where did all their fun prayers go?

Question on Prayers...
Quote :
Prayers are not spells;
[...]
Where spells cause damage, the following rules
apply:
Spells never cause critical wounds.
Can Prayers (thinking mostly of Summon Squirls (Ostlanders, 2D6S1 hits, Df7), but also of Earth Shudder (Ostlanders, S3 hit + D3S(height) hits for models falling) which both deal damage indirectly, not via the prayer itself, cause critical wounds? We always play it does, because ... it makes sense to us.

How do you feel about that issue?
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Asp
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PostSubject: Re: Diversified Spells for Coreheim   Tue 15 Dec 2009 - 4:09

falling damage never causes crits

squirrels:
fluff says yes
rules say no

if you all agree that you want the fluff, make bullet point that exempts squirrels from the "no crits" rule

otherwise, it wont cause crits
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PostSubject: Re: Diversified Spells for Coreheim   Today at 15:13

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