Sotiris wrote:I'll pick the left wizard from the 1st photo.
Do you want to play him with standard HQ rules or do you try my system?
Basically, in my system you have 9 spells per group and you choose 3 at random as a beginner, until you buy some enhancements.
Wizards start with four spell groups and three spells in each group.
Between the quests:
Wizards may go to the wizards university tower and study:
Deepen, 100 Gold: Name a Spell Group. Get the right to draw one spell more from that Spell Group, up to a maximum of your Mind Points
.
Specialize, 50 Gold: Name one spell. If you choose that spell's group, you can take that spell directly in the future. This does not increase the number of cards drawn from this group, it just avoids that you have to take it randomly. Draw the other spells from that group for your hand at random.
Widen, 300 Gold: Get the access to a new spell group that you didn't possess until now. Start with 3 spells.
Master, 500 Gold: If you can choose at least 5 spells from a group, you can become master magician. From now on use the master spells instead the base spells for the future. Be aware that you force Zargon's hand: A new master magician draws his attention. You will play with EWP cards from now on.