Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.


Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Since there are so many new spell cards being added to the game through the 4 new quest packs and since the basic set directs the wizard to take 3 sets, the wiz would have lots more spells instead of just the usual 9.
The new procedure for acquiring spells is: First, the wizard selects one of the 4 spell types (Air, Earth, Water or Fire).
Then the Elf selects one spell type from the remaining 3 (or he can choose Elven Lore if the Elf Quest Pack spell cards are available). The Wizard then selects a second and third type of spell from what's left. Wizards can never cast Elven Lore spells. From these chosen sets of spells each spellcaster must choose the 3 spells from each type that he or she will carry into the next quest. There are some artifacts in some of the new Quest Packs that allow a spellcaster to carry even more spells.
You have 4 new wizards already defined on the British runner.
Also included in the packet are the cards in the British "Wizards of Morcar" Quest Pack. Some of the spells were borrowed from what I did in the Chaos spell deck in our basic game. You do not have to break the spells down into 4 sets of 6 spells. You could make them all Chaos spells. But I kind of like the idea that only a certain type of character can cast these spells.
Spell notes: The Call Skeleton and Summon Mummy spells are weak breakdowns of what we already did in the Summon Undead spell. Two skeletons are no match for experienced heroes. The FEAR spell is different from our Fear spell, so it has to be changed. Remember, you don't have to use ANY of these spells. Note that the Cloak of Shadows, magical trap, and walls of flame/ice/stone require cardboard components. You can use cardboard components in your spells too. Just remember to include them on your diecut cardboard sheet. Note that you have 4 plastic stands included on the Wizards runner. These are used hold the walls of flame/ice/stone. The British spell Rust permits the destruction of ANY equipment card. We don't use equipment cards. Also, we don't want this to destroy key artifacts that are necessary to complete a quest. See the text on our Rust spell.




lestodante wrote:NEW SPELL SYSTEM:
List of spells in the Wizard Quest Pack are:
* = new
** = almost new or partially different from the one with same name.
CHAOS SPELLS:
Spirit of Vengeance
Shield of Protection
Orc Berserker
Chains of Darkness
Dispell (name is corrected several time to Dispel)
Skull of Doom
AIR SPELLS:
Invisibility
Wind of Life*
FIRE SPELLS:
Healing Flames*
Wall of Flame**
Lighting Bolt
WATER SPELLS:
Mind Freeze**
Spell notes: The Call Skeleton and Summon Mummy spells are weak breakdowns of what we already did in the Summon Undead spell. Two skeletons are no match for experienced heroes. The FEAR spell is different from our Fear spell, so it has to be changed. Remember, you don't have to use ANY of these spells. Note that the Cloak of Shadows, magical trap, and walls of flame/ice/stone require cardboard components. You can use cardboard components in your spells too. Just remember to include them on your diecut cardboard sheet. Note that you have 4 plastic stands included on the Wizards runner. These are used hold the walls of flame/ice/stone. The British spell Rust permits the destruction of ANY equipment card. We don't use equipment cards. Also, we don't want this to destroy key artifacts that are necessary to complete a quest. See the text on our Rust spell.




lestodante wrote:Yes, the new Chaos Spells are all coming from the WoM cards and Invisibility was in Spells of Protection.
The different ones I marked with * or **.
Oh and Healing Flames is not the standard healing spell...




lestodante wrote:Yes, the new Chaos Spells are all coming from the WoM cards and Invisibility was in Spells of Protection.
The different ones I marked with * or **.
Oh and Healing Flames is not the standard healing spell...




Kurgan wrote:lestodante wrote:Yes, the new Chaos Spells are all coming from the WoM cards and Invisibility was in Spells of Protection.
The different ones I marked with * or **.
Oh and Healing Flames is not the standard healing spell...
Ah, so they provided the WOM "artwork" for use in this new pack, but I wonder if they included the actual European cards, or just write-ups of them? That would give a clue of how it was going to progress. I suppose considering all ideas, which is great, since so many of us fans have been doing the same thing all these years, gathering material from various sources and incorporating into our unified games.
But knowing what it MIGHT have looked like at a particular time, a snapshot, is very awesome stuff, whether playable or not (still inspiring).
Kurgan wrote:As far as having a space to talk, it's up to you all (wanting to respect Luca's wishes of course), but if needed I can offer the HeroQuestFans discord (we can open a sub-channel for you there)...


Users browsing this forum: No registered users and 2 guests