moundbz wrote:Which are your favorite elf spells to pick in this expansion? Spells that you will definitely use. You know, not having any left at the end of the quest.
Some of these spells are extremely powerful but it also matters how Zargon allows you to play them, they're very situational:
Deep Sleep is most powerful when the Elf is first in turn order, you essentially give all the other heroes a free a shot with lack of defense for the monster, this spell is best used against a Chaos Warrior or Doom Guard, especially in Dark Company, the Advanced Quest when 1
can block all hits. Otherwise the spell is useless if the Elf is last in turn order.
Disappear is good for scouting, and it also depends if Zargon will allow this spell for the Elf to pass through monster spaces. It capitalizes on what Invisibility from WoM should have been. But it's not too powerful.
Double Image is a good one, I've seen this spell save the Wizard when the heroes found themselves in a precarious position. You pretty much get a 50/50 shot on taking damage. It'll help preserve body points in a big battle, this would probably in my top 3.
I've seen Flashback come in handy in the Frozen Horror, essentially saving the Barbarian's life as she slipped over the edge of the bottomless chasm. So this spell
can save a life, but the Elf will often hold onto this spell unsure if there'll be a more opportune point to use it. It's good for letting a hero redo his turn at the least, but it severity varies and the Elf doesn't need to waste an action to cast this
So this would be another for top 3.
Hypnotic Blaze is exceptionally powerful, but it's also a double-edge sword. This spell does not specify the difference between monsters and heroes. I find this almost too overpowering if you play it with no effect of the other heroes. Barbarian and Dwarf need to be weary of this spell. I think that's the way it's supposed to play, the only hero that doesn't need to roll is the Elf who cast it, if the Wizard is at full mind points he has nothing to worry about. It's risky but I like the risk factor, plus Barbarian and Dwarf could just use a Potion of Magic Resistance if such a potion is available. Most heroes would rather be cautious then use this spell.
And personally, as Zargon, I restrict this spell from having effects against the Undead, for the same reason Sleep doesn't effect them.
Slow is also
very powerful, if you're up against a Giant Wolf and have a Crossbow, slow him down to 1 movement, dance around the room, turn him into a pin cushion. Even an Ogre or Chaos Warrior is vulnerable to this and they can't attack diagonal, so if the heroes keep their distance they could prevent attacks from some heavy hitters, giving them 1 less attack and Defence Dice is also useful putting the monster down.
Time Stop is ok, essentially the Elf gives up his turn for another hero to attack twice. It's a waste of a spell if the Elf were to cast it on him/herself, but if the Dwarf or Barbarian have a better attack weapon, I can understand the use of this spell. It's not the best but nor is it the worst.
Twist Wood is a poor excuse for a spell, the wording isn't specific on which monster it works on as monsters attack dice is not defined by their weapons. I think the spell was specifically put in for Elven Archers, but in Mage of the Mirror they're the least used monster and only appear in 2 quests! For other quest packs such as the Advanced Quest or Frozen Horror with Crossbowmen, this spell can be useful. I think the wording he needs to fixed.
So to answer your question I'd say the top 3 are Double Image, Flashback and Slow. I'm among some of the inn members that divide these spells into 3 groups: Spells of Illusion (Disappear, Double Image & Hypnotic Blaze); Spells of Time (Flashback, Slow & Time Stop); and Nature Spells (Deep Sleep, Faerie,
& Twist Wood). The Faerie spell was essentially made up as a healing spell added to this group to make it more powerful. Personally, I prefer breaking these spells into groups to keep spell classes more thematic.