Magewinds Free Rules for Magical Duels

Tempest Crusaders · v1.5.2

Changelists

v1.0.1 #

  • The Cleric may now Revive enemy fighters.
  • The Cleric’s Revive spell action now returns fighters to life with half health. Also, they will have one action remaining (instead of none) if they were Revived in the current round and two actions remaining otherwise.
  • The Wizard’s Zap spell attack is now Precision 5
  • The Wizard’s Blast spell attack is now Precision 5

v1.1.0 #

  • Added a new fighter profile: the Seer!
  • Rephrase Energize to be more clear and make use of the new “Recovering Actions” Core Rule (20.3).

v1.1.1 #

  • The Energize universal ability now costs 1 Heart, 1 Diamond instead of 1 Heart, 1 Spade
    • This is, I confess, pretty much entirely for lore reasons. However, it should also free up Spades for other things, and give all warbands one more reason to channel Diamonds.
  • Changed the Warrior’s Charge ability
    • The attack action is no longer free, but any attack choice may be chosen.
  • Changed the Seer’s Insight ability
    • Now less passive and hopefully easier to understand.

v1.2.0 #

  • Rename to “Tempest Crusaders” because it sounds cooler and also a JoJo reference
  • Add the Minion (beta)
  • Add the Warlock (beta)

v1.3.0 #

  • Increase the Minion’s Toughness by 1
  • Make a pass on nearly all Evasion 0 fighters to have Evasion 1
    • Exceptions are the Minion (they’re supposed to suck) and the Guardian (heavy armour)
    • To compensate, all the fighters whose Evasion increased have had their Dodge bonus decreased by 1
    • Also to compensate, Precision on nearly all attacks has gone up by 1
  • Warlock:
    • Summoned Minions no longer need to be maintained
    • Summon has a longer range
    • Summoned Minions start with a single action counter
    • Empower is more expensive and now causes all visible friendly Minions to recover an action
  • Minion:
    • Minions are no longer Feeble
  • Warlock + Minions might be overpowered now but that’s why they’re still in beta

v1.3.1 #

  • Change the Minion’s Toughness from 4 to 3. So they should now die in one hit to most Light Attacks, unless they Deflect.
  • Move Minion and Warlock out of beta. They seem okay! I’ll probably revisit them in the future and can tweak balance or make them more interesting then.

v1.4.0 #

  • Add the Assassin (beta)

v1.5.0 #

  • Add the Duellist (beta)
  • Add the Druid (beta)
  • Add the Mesmer and Doppelganger (beta)
  • Various balance tweaks and wording tweaks.
  • Guardian: Remove Defend, make Ward a bit more powerful.
  • Acolyte: Remove Spark and add it to Universal Abilities.
  • Universal Abilities: Buff Recover
  • Universal Abilities: Nerf Barrier

v1.5.1 #

Universal Abilities: #

  • Blink: Put the restriction before the ability’s effect.
  • Spark: Increase Precision by 1 to 4.

Assassin #

  • Melee Attack: Decrease Range from 1 to 0.
  • Shadowstep: Restrict to prevent teleporting while carrying treasure.

Deadeye #

  • Melee Attack: Decrease Precision from 10 to 9. I don’t know why it was 10.
  • Removed the Aim ability and collapsed Quick Shot and Aimed Shot into one Attack with a split profile.
  • Added Mark Target, a Spell Action to increase Precision of all friendly fighters’ attacks against a visible target.

Druid #

  • Wildform: Drop carried objects when used.
  • Entangle: Fix formatting error that caused it not to have a Cost.

Duellist #

  • Add Taunt, a Spell that prevents enemies from Feinting when attacking this fighter.

Mesmer #

  • Remove Mirrorshield (bad idea?)
  • Tweaked Clone

Doppelganger #

  • Renamed ‘Doppelganger’ ability to ‘Illusory Fighter’ and did a lot of rewording. It is a bit more powerful now but hopefully not too much more powerful.

Warlock #

  • Summon: Slight wording tweak.

Warrior #

  • Melee Attack: Reduce Power of Light Attack by 1 to 3.
  • Charge: This is now a Spell to do a special attack after moving.

Wizard #

  • Tweak wording of Blast.

Minion #

  • Rename Untrained to Feeble

v1.5.2 #

  • Druid, Wildform: Specify that Wildform ends at the end of the Action Phase.
  • Druid, Entangle: Target cannot move at all, but can break out using redeployment.
  • Mesmer, Clone: Clarify that persistent effects carry across to the Doppelganger. Persistent effects aren’t really codified in the Core Rules, but would help here a lot, so I should make sure to add that soon.
  • Doppelganger: Clarify that the Doppelganger cannot actually deal damage. Also clarify what happens when the Doppelganger tries to cast a spell or pick up an object.
  • Warrior, Charge: Remove redundant text about having to make the Range 0 attack against an adjacent fighter. Also, turns out “adjacent” is not a word the Core Rules use - they use “in contact” instead.