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Revised Wizards Of Morcar Spells

Discuss new Rules for HeroQuest.

Re: Revised Wizards Of Morcar Spells

Postby lestodante » February 1st, 2020, 4:07 pm

Also the 3 Walls of Ice, Stone and Flames should be reworked as they are basically the same thing.
Wall of Stone should not be removable as it is like a real wall of solid rocks.
Wall of Ice can be detroyed (as it is now) and should not block line of sight for spells.
Wall of Flames should be crossable by everyone but requires a dice roll to check for fire damage.
All 3 can be implemented as additional spell for Rock, Fire and Ice (a new set eventually)


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Re: Revised Wizards Of Morcar Spells

Postby Anderas » February 1st, 2020, 4:29 pm

lestodante wrote:Also the 3 Walls of Ice, Stone and Flames should be reworked as they are basically the same thing.
Wall of Stone should not be removable as it is like a real wall of solid rocks.
Wall of Ice can be detroyed (as it is now) and should not block line of sight for spells.
Wall of Flames should be crossable by everyone but requires a dice roll to check for fire damage.
All 3 can be implemented as additional spell for Rock, Fire and Ice (a new set eventually)


plus extra damage for the wall of ice if it is attacked by fire damage
extra damage for the wall of flames if it is attacked by water damage

...

oh wait! There is something in my sig :mrgreen:

I added also that every wall can be there only one time, and every wall spell can "move or place" the wall. Like that, with a wall of fire spell, you can re(move) the wall of fire.


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Re: Revised Wizards Of Morcar Spells

Postby lestodante » February 3rd, 2020, 6:29 pm

Anderas wrote:oh wait! There is something in my sig :mrgreen:

Wich link should I click?


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Re: Revised Wizards Of Morcar Spells

Postby wallydubbs » February 5th, 2020, 11:55 am

lestodante wrote:Also the 3 Walls of Ice, Stone and Flames should be reworked as they are basically the same thing.
Wall of Stone should not be removable as it is like a real wall of solid rocks.
Wall of Ice can be detroyed (as it is now) and should not block line of sight for spells.
Wall of Flames should be crossable by everyone but requires a dice roll to check for fire damage.
All 3 can be implemented as additional spell for Rock, Fire and Ice (a new set eventually)


I think Wall of Stone should stay as is, as it does block line of sight.
Wall of Ice, I agree should not block line of sight, but it should block projectile spells such as Ball of Flame and Arrows on the Night. Ball of Flame and Fire of Wrath (if it already has 1 damage) should also be able to destroy the wall without rolling a 5 or 6.
I guess Arrows of the Night would destroy it too since it couldn't have mind points.
Wall of Flame, I agree shouldn't block line if sight and should be passable, but the hero would have to roll for damage (5 dice) unless he has a Potion of Magic Resistance (Fire), the Fire Ring, or is under the effects of Disappear or Veil of Mist (I can totally envision the water protecting the hero from the harsh flames).


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Re: Revised Wizards Of Morcar Spells

Postby Kurgan » February 7th, 2020, 2:20 pm

Gold Bearer wrote:
Darkness

Arrows Of The Night
You may fire these magical bolts
at any target in your line of sight,
attacking them with three combat
dice. The target defends with the
same number of combat dice as
their current Mind points.


Chains Of Darkness
This spell may be cast on any
one target on the board, rendering
them unable to perform any action
except casting on their next turn.


Cloak Of Shadows
You may summon a patch of
darkness and place up to six 1x1
Cloak Of Shadows tiles on the
board. At least one tile must be
within your line of sight and if you
use more than one tile, each tile
must be directly adjacent to at
least one other tile. Any figures
in the shadows may not attack,
be attacked or cast spells while
they are there. The tiles are not
removed and last until the end of
the Quest or until the caster dies
or chooses to end the spell.


Detection

Clairvoyance
You may ask the evil wizard player to
lay out the contents of one room
anywhere on the board at once. If that
room is empty you may try another
room until you choose a room that
isn't empty or run out of rooms.


Future Sight
You may cast this spell on any one target in
sight, allowing them to reroll any dice rolls
(any amount of each roll) once until the end
of the evil wizard player's next turn.


Treasure Hoard
When you are searching a room for treasure,
you may cast this spell without using an
action to draw three treasure cards at once.
You must take two of these cards whatever
they are.


Protection

Dispell
You may pick one spell using enemy
and force them to reveal all their spell
cards. You may then select one of their
spells which is then lost for the duration
of the Quest.


Invisibility
You may cast this spell on any one target in
sight, allowing them to move around unseen.
While invisible, the target may doing nothing
other than move at no more than half rate. The
target cannot be attacked or affected by spells.
The spell ends when the target next does anything
other than move or moves at more than half rate.


Wall Of Stone
You may create a magical Wall Of Stone
which covers two squares. This wall has
one Body and rolls six defence dice,
defending on either shield. The spell may
be ended by the caster at any time and
is automatically ended if the caster dies.



Brother Bearer, I am implementing most of your improvements as part of the Wizard (or Elf's) "Champion" upgrade (3-5 quests completed).


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