• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

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.

Elf Spells --> "Time" School of Magic

Discuss card making and cards you have made.

Elf Spells --> "Time" School of Magic

Postby Lemmeron » October 15th, 2020, 9:30 am

I wanted to further differentiate the elf from the wizard in my games, So I adapted the elf quest pack spells into a school of magic with no Masteries that the Elf has access to and as the game progresses has access to the higher tiers of spells in the school

Image

Image Image ImageImage

Image Image ImageImage


Rewards:
Participated in a Miniature Exchange. Created a Hot Topic. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Destroyed a Zombie! Unravelled a Mummy!
Lemmeron

Ogre Chieftain
Ogre Chieftain
 
Posts: 235
Joined: January 27th, 2015, 7:19 pm
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

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.

Re: Elf Spells --> "Time" School of Magic

Postby lestodante » October 15th, 2020, 3:31 pm

I divided Elf Spells in three groups:
Time: Flashback, Timestop, Slow
Illusion: Hypnotic Blaze, Double Image, Disappear
Nature: Twist Wood, Deep Sleep and a new one, Faeries (curative spell)


Rewards:
Wizard of Zargon Group Member Participated in four (4) Miniature Exchanges. Participated in four (4) Miniature Exchanges. Participated in a Miniature Exchange. Wrote an article for the Blog. Encountered a menacing Chaos Warlock!
User avatar
lestodante

Yeti
Yeti
 
Posts: 2839
Images: 5
Joined: January 7th, 2017, 9:40 am
Location: Italy
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberChampion Group Member

Re: Elf Spells --> "Time" School of Magic

Postby wallydubbs » October 15th, 2020, 7:28 pm

lestodante wrote:I divided Elf Spells in three groups:
Time: Flashback, Timestop, Slow
Illusion: Hypnotic Blaze, Double Image, Disappear
Nature: Twist Wood, Deep Sleep and a new one, Faeries (curative spell)


I have no qualms with the Illusion and Time spells, and those pictures you've posted are excellent for the reverse side were excellent.
The only slight qualms I have, unfortunately, is in the Nature spell group.
Having Deep Sleep and Faeries (which is another Healing spell) share a group links it uncomfortably close to Water Spells. Water of Healing and Faeries are the same, Sleep and Deep Sleep are extremely similar, and depending on the situation, monster and roll either could be more powerful then the other. This leaves the final choice between the two as Veil of Mist and Twist Wood. I understand the alterations and specifics you've made for Twist Wood, but I think the only way to make the two spell sets (Water and Nature) equal in strength (which may not even be your intent) is to make Twist Wood only effective on Bows and Crossnows. It would compensate the over effectiveness with limited monsters for use on.
As Veil of Mist usually gets the wooden spoon because of its limited use; Nature, as a spell set, would seem to outshine Water spells if we go by your range of effectiveness on Twist Wood.


Rewards:
Wizard of Zargon Group Member Hosted a Play-by-Post game.
Arena Master
wallydubbs

Swordsman
Swordsman
 
Posts: 1862
Joined: October 18th, 2018, 7:15 am
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Wizards of Zargon Group MemberChampion Group Member

Re: Elf Spells --> "Time" School of Magic

Postby lestodante » October 16th, 2020, 7:55 pm

You're right the two groups are very similar, but Deep Sleep is way stronger against bigger monsters (giant wolves for example) as they will not awake if attacked like it happen with the classic Sleep spell.
I also consider the Elf spells only for the Elf. Elemental Spells are for everyone instead.
My Summon Faeries spell was originally a healing spell with a dice roll (see page 11 from the topic with Pancho's Tyrant's Tomb), so you can regain only 1 BP or even 6.


Rewards:
Wizard of Zargon Group Member Participated in four (4) Miniature Exchanges. Participated in four (4) Miniature Exchanges. Participated in a Miniature Exchange. Wrote an article for the Blog. Encountered a menacing Chaos Warlock!
User avatar
lestodante

Yeti
Yeti
 
Posts: 2839
Images: 5
Joined: January 7th, 2017, 9:40 am
Location: Italy
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberChampion Group Member

Re: Elf Spells --> "Time" School of Magic

Postby wallydubbs » October 17th, 2020, 10:59 am

lestodante wrote:You're right the two groups are very similar, but Deep Sleep is way stronger against bigger monsters (giant wolves for example) as they will not awake if attacked like it happen with the classic Sleep spell.
I also consider the Elf spells only for the Elf. Elemental Spells are for everyone instead.
My Summon Faeries spell was originally a healing spell with a dice roll (see page 11 from the topic with Pancho's Tyrant's Tomb), so you can regain only 1 BP or even 6.


Actually, depending on the monster, I find Sleep to be more powerful. The classic Sleep spell the monster stays asleep,, if it took hold, but only gets the chance to wake up on his next turn. Certainly with Giant Wolves, they have 5BP, so it's probable if not likely that they'd survive until their next turn, with Deep Sleep it only keeps the monster asleep until its turn, so it can't defend. So if you don't deliver 5BP by its next turn, it wakes up regardless. Plus it only works on a monster between 1 and 3 mind points. Those with 3 mind points like a Chaos Warriors and Fimirs Deep Sleep will do very well. Sleep does have the potential to fail against a Giant Wolf, but it can also keep the beast asleep for several turns. I'd feel fairly confident using Sleep on a monster with 1MP (though I don't see why anyone would use Sleep on a Goblin).
I'm also reminded of the time I played the Fire Mage quest with my gf and her daughters. My gf was the Elf with Air Spells, I knew she was holding onto the Genie spell especially for the boss. So I intentionally added the Dispell Chaos Card (from the Elf Quest Pack) to Balur's arsenal. When they got to Balur in the central room, the Wizard (played by her daughter) actually had the gall to cast Sleep on the Fire Mage. I was a little too confident that I could break Sleep on my first roll, but No! I failed to roll :roll6: and Sleep took hold, which left me defenseless for the Genie attack. Fortunately my gf only rolled 1 :skull:, so I was able to break Sleep at my next turn and keep fighting. Deep Sleep couldn't work on someone like the Fire Mage. I've even seen it miraculously take hold on a Fimir for 5 turns (however I've also seen an Orc break it in 1).

For a quest pack like Mage of the Mirror, odds are there'll be multiple monsters, and if the Wizard casts Sleep on a giant Wolf I'm gonna be more worried about the other Giant Wolves that can attack or the 10BP Ogre, and hope that Sleep keeps the other one down long for me to deal with the bigger threat.

I didn't quite catch that about the Faeries... but I do like that it's different then Water of Healing and Heal Body. Though part of me wishes those 2 were different, like 4BP for any hero in the spell caster's line of sight for Heal Body and maybe 5BP for Water of Healing if the hero is adjacent to the spell caster.

Just the same I totally love the concept of dividing the Elf spells into 3 spell sets.
Much like Air, Earth and Water spells all have a top tier and midlevel spells with a 3rd that effects movement (Pass Through Rock, Veil of Mist and Swift Wind), Illusion spells fall right into place, Double Image is top tier, Hypnotic Blaze is extremely powerful but I call it a midlevel because it could backfire and paralyze the Barbarian and Dwarf, while Disappear effects movement.
This is why I feel Invisibility needs an upgrade.

Whenever the libraries open up again I plan to photoshop the Elf spells into 3 sets (thanks to the backs you've provided) as well as update the WoM spells, to make them up to par with the other spell sets.


Rewards:
Wizard of Zargon Group Member Hosted a Play-by-Post game.
Arena Master
wallydubbs

Swordsman
Swordsman
 
Posts: 1862
Joined: October 18th, 2018, 7:15 am
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Wizards of Zargon Group MemberChampion Group Member

Re: Elf Spells --> "Time" School of Magic

Postby lestodante » October 17th, 2020, 7:38 pm

I was referring to the European version of Sleep (Water Spell): a monster can defend when the spell is cast. If he fails the roll he falls asleep BUT he can awake each time he is attacked AND at each new turn of his. So the more time you attack the sleeping monster the higher is the probability to awake him.
US version does not offer the chance to defend when attacked anyway.


Rewards:
Wizard of Zargon Group Member Participated in four (4) Miniature Exchanges. Participated in four (4) Miniature Exchanges. Participated in a Miniature Exchange. Wrote an article for the Blog. Encountered a menacing Chaos Warlock!
User avatar
lestodante

Yeti
Yeti
 
Posts: 2839
Images: 5
Joined: January 7th, 2017, 9:40 am
Location: Italy
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberChampion Group Member

Re: Elf Spells --> "Time" School of Magic

Postby wallydubbs » October 24th, 2020, 3:33 pm

Come to think of it, Lesto, your Nature Spell set would be most ideal for the Elf to use playing through Dark Company: with multiple crossbowmen, one can surely use Twist Wood, any Healing spell (Faeries) would be most welcome, and with the whole Blackshield blocks everything, Deep Sleep becomes an even more prominent spell.


Rewards:
Wizard of Zargon Group Member Hosted a Play-by-Post game.
Arena Master
wallydubbs

Swordsman
Swordsman
 
Posts: 1862
Joined: October 18th, 2018, 7:15 am
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Wizards of Zargon Group MemberChampion Group Member


Return to Cards

Who is online

Users browsing this forum: No registered users and 1 guest