First of all, after reading all the previous posts I would summarize/clarify the following:
- I have understood that each one of the four magical element decks would have a total of 8 spells, 3 from the basic game, 3 from the WQP and 2 from the DQP, right? If yes, this means having 5x8 = 40 spell cards in total for the good guys including the Elf Spells deck from EQP.
- Additionally, I have understood that the WQP will allow the Wizard to chose new spells from element decks but he is only able to take 3 spells maximum from each magical element deck, the same as per Game System rules, so this rule is unaltered, right? If yes, for consistency I guess the rest of the Game System rules about this topic also apply unaltered for the Elf, which would mean that the Elf will also be able to chose the new spells from WQP but only from the elemental deck not selected by the Wizard... is correct? For me that makes sense from designers point of view... probably could be people who would like to mix freely spells from different decks but I think puting restrictions to do that justifies the existance of different element decks...
lestodante wrote:One thing I don't like here (and I would like to change): almost all the 4 set of new spells in the Wizard Quest Pack has a Dispell (or Dispel) card. So there are 4 Dispell, each in a different group.
I'd prefer to leave only one of them or at east two (but with slight difference) and change the others with brand new ones.
Well... I guess the main problem with dispel spells is that heroes don't usually fight against very powerful wizards, so those spells could not be too useful... However, assuming each element deck will have 8 spells, I think there are enough number of spells and diversity to have 1 dispel card per element deck... If I am right, the Wizard will be able to take only 3 spells from each deck so I honestly do not see a big problem on that, even it makes sense easing the Wizard to take a dispel card regardless the element deck's slot he has 'available' in order to sacrify it for such purpose. Moreover, in Warhammer battles, the most used spell is probably the dispel one since it is the cheapest one in terms of magic knowledge and magic energy (mana...), so again, easing such selection I think goes in the right way. Another option that could be done if DQP allows it is distributing them through the WQP and DQP, for example we would include three of the dispel cards in WQP and the remaining one in the DQP, of course in the remaining element deck. Or maybe 2 dispel cards in each questpack.
lestodante wrote:FIRE SPELLS:
Healing Flames*
Wall of Flame**
Lighting Bolt
About this... I don't like the idea of considering the Lightning Bolt as a Fire Spell... I think fits better as an Air Spell, after all, lightning bolts are created inside the storms, isn't it? Moreover the Legacy of Sorasil manual clasified such spell as an Air Spell. I think this was not too thought by designers and it would be changed if posible... but I don't know if there is more info available about it. Maybe it should be switched with dispel spell from the Air deck...
lestodante wrote:Note that you have 4 plastic stands included on the Wizards runner. These are used hold the walls of flame/ice/stone.
It is interesting since they would sure have four stands available in the runner but apparently, the only spell in the list that would use one is the Wall of Flame... Would they planned to use the remaining three bases for other purposes like special doors or even new furniture with new cardboard parts? Anyway, the WoM expansion only used 3 of the available four so maybe, US designers decided to do something similar and not use the remaining three.
lucapaschi wrote:We also have a few cards from the first draft of the DQP, including the 8 spells (name and text) as they were originally designed.
Wow...
lestodante wrote:As Luca sayd:lucapaschi wrote:It seems the limit is still at 9, but there’s an object that allows you to keep an extra 3 or 4 you can use, albeit you cannot move in the turn you cast a spell from there.
i can add, in the first draft there were 2 of this artifact (of the same type), so 6 more spells, then one was deleted and only one left.
So it's 9 standard spells, plus 3 additional spell, plus one in the Spell ring (if the weizard owns it) and scrolls eventually.
I think these are good news... It seems the Wizard will have a way to be more powerful as usual, by means of new artifacts which allows him casting more spells, but if I am right, at the same time the Game System original rules for spells selection seems to have not been hardly modified by the WQP, only new spells and artifacts will be available for the Wizard & Elf. This allows a balanced combination between different questpacks from magic use point of view. If so different rules for magic were included in WQP their compatibility with other questpacks would be compromised if such Wizard character would later play other questpacks. This was sure considered by designers, since I think they were guided in such way attending to the instructions they received.


















