Has anyone tackled adapting Warhammer Gut Magic for Heroquest?
Ogres are tough enough, would it even be a good idea to make 'em even tougher?
Bloodgruel [Restoration Spell] Restores up to 4 BP but no more than original stats.
Spinemarrow [Stubborn = ignore test modifiers] The Ogre Shaman picks one Spell-using figure and forces him to discard one of his unused Mind Spell cards (Fear, Sleep, etc.) at random. That spell is then lost for the duration of the Quest.
Bonecrusher [Magic missile] This Spell may be cast on any one Hero, enveloping him in an Invisible Crushing Force. It will inflict 2 Body Points of Damage. The Hero then rolls two Red Dice. For each 5 or 6 rolled the Damage is reduced by 1 Point.
Bullgorger [+ Strenght one Turn] This spell may be cast on any one Monster, including the Ogre Shaman. The next time that Monster attacks, he may roll 1 extra Combat Die. The Spell is broken by the next Turn.
Toothcracker [+ Toughness one Turn] This spell may be cast on any one Monster, including the Ogre Shaman. The next time that Monster attacks, he may roll 1 extra Defend Die. The Spell is broken by the next Turn.
Braingobbler (Panic Spell] Attacks are reduced to one Combat die. The spell can be broken by the Hero on a future turn by rolling one red die for each of his Mind Points. If a 6 is rolled, the spell is broken.
Trollguts [Regeneration Spell] The Trollguts Spell may be cast on any one Monster, including the Ogre Shaman. Contact with this magical substance will restore up to 4 lost Body Points, but will not give a Monster more than his starting number.
The Maw [Scatter Spell] The Spell of The Maw will inflict 2 Body Points Damage to target and 1 Body Point to any adjacent figure, unless the Hero / Monster can immediately roll a 5-6 using 1d6.
Per Warhammer Magic some sort of misfire rules should apply.
And, of course if one wants to play it safe then they could limit it to only these as official Ogre Spells. Who's to say that Xenloth, Festral & Nexrael are not Ogres?:
Dominate: Ogre Shaman and defender both roll dice equal to their Mind points. If the Ogre Shaman scores two skulls or more, he may use the defender's combat piece for the duration of his turn.
Mind Blast: Ogre Shaman and defender both roll dice equal to their Mind points. The player who scores the most skulls inflicts Mind point damage equal to the number of skulls he has in excess of his opponent's score.
Mind Lock: Ogre Shaman and defender both roll dice equal to their Mind points. The defender will be frozen for one turn for each skull scored by the Ogre Shaman.
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This guy worked out an 'Ogre Witch' along with some spells (in Spanish):
http://heroquestzaragoza.blogspot.com/2 ... -mago.html