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“The stars will guide us through the dark months ahead.”
“I have visions of what I need and where to be.”
The Pious virtue is the core of the Astromancer, granting you the ability to prepare a number of spells equal to the month. You need to be able to think ahead for the whole month and decide what you think you’ll need.
Zealous gives you a blessing whenever you cast a spell. Later in the game, you could gain a handful of wild advantages.
“My spells are my life.”
Ritual of Warding: Place a Protection token in your space. These tokens negate wasteland and foe spawns in that space. You can try to just guess where they might show up, or you can lay down some preemptive protection in key spaces that you don't want to get blocked off.
Winds of Change: Put any number of treasures from the market on the bottom of the treasure deck. Then refill the market. For when you can't wait around for a New Wares event and especially handy when the Devious Swindler is hunting for advantages (but we'll talk more about them later).
Bounty of the Gods: Gain 3 random quest items, and lose 2 of them. Lose the other at the end of your turn. One of the wilder effects, sometimes it will be just the item you need, and some times you'll get to move siege trees that aren't even in the game. Either way, tons of fun.
Bestow Blessing: One hero gains a blessing. And their most straightforward effect. An advantage when you need it.
Commanding Rebuke: Place a foe that is in your space in any other space. Potent ability that sets up another hero's champion virtue or just hucks a nettlesome foe out of the way while you're trying to work on the main goal.
Smite the Wicked: Remove a savage or lethal foe. An interesting effect, very powerful, but only works in situations when you might already be at some risk. Are you going to let that dragon level up just so you can smite them next turn...?
Abate the Darkness: Remove a seal, return any skulls to the supply, replace the seal. A great way to clean out the Tower a bit and refill the skull supply when it's running low.
Celestial Jaunt: Place yourself on any space with a quest marker. A more potent but more situational movement ability, it can come in very handy as the board fills up with wasteland tokens.
Hello, I have questions about some spells: -Ritual of Warding: what happens if the tower asks you to spawn a foe there? Do you use the remove option? -Aura of Friendship: can you use only reinforce actions of classic building that way or also monuments? And if so, only built monument? -Bounty of the Gods: as some quest may let you earn quest items, can it happen that way that you already have the item?
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This will end up being my partner's favourite character so much she probably won't let me play them lol
I need the Astromancer right now. This sounds like sooooo much fun. Honestly I have alliances but haven't tried it yet. As cool as Covenant sounds, I mainly get the expansions for the extra characters. If Astro is any indication, I will not be disappointed!
I playtested Covenant. I can promise you won't be disappointed. ;-)
Do we know when we will be receiving these new, wonderful items?
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Fulfillment is scheduled for July 2023.
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Is a spell no longer "prepared" after you use it? So you use it at the beginning of the month and then would need to wait until the start of the next month to prepare it again? Or do prepared spells stick around until the end of the month and then you can swap them out? In that case, are you allowed to use them only once per turn? I might have missed how much you are allowed to use them. Either way, very much into it.
As a playtester who never got to test this character because of it being under construction at the time, I would like to know this as well. But either way, I can't wait to play this character, it's totally my style versatile and tactical.
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Correct. You after you use a spell, it goes back to your hand, and you can't use it again unless you ready it again next month.
These all seem like very good changes compared to the broken version from playtesting. Can spells and invocations only be cast on your own turn?
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That's correct. And, yes, that's why we do playtesting.
Just curious, what seemed broken about the original astromancer, or the spells? I saw some version of them at Origins, but they didn't seem particularly broken to me. He seemed quite limited by the number of spells per month he could use. His virtues didn't seem too bad, except maybe the one where he could keep a spell he just cast.
Invocations were upgraded versions of spells, and invocations could be cast on other players' turns, so the Astromancer could get a treasure on every turn, instead of just their turn. Also, the Astromancer could spend an item to keep a spell prepared. So you could cast a spell to move a hero and a foe to a space (champion virtue), get a free treasure, spend an item to keep the spell ready, and do it again the next turn. The more items you had, the more times you could do this. Also, the spells were much different from these ones. It was broken, and it also made each turn about 1 minute longer on average.
Wow! I can't wait to play this character! :-)
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Yeeeeeeeeeeeeeeeeeeees! HERE *clap* FOR *clap* SPELLS *clap*. Astromancer might be new favorite over Relic Hunter. Sorry Relic Hunter, I still love you though.
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I especially appreciate the description "Who will like this character: People who want to feel clever and who like to plan ahead." FEEL clever. Doesn't mean I AM clever, just WANT TO FEEL clever. I feel seen.