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The Wizard Clearing House of House Rules

Discuss new Rules for HeroQuest.

Re: The Wizard Clearing House of House Rules

Postby Count Mohawk » November 10th, 2015, 8:07 pm

Anderas wrote:Twist wood:
I think it's a good spell. Any weapon has wood part, at least in it's handle. So why not adding "any monster hit by this spell is attacking only by it's base attack of one green" or something similar.

The others, i still have to think on them. :) As "expert spell group" only available to Wizards with 8 or more mind points, there could be a lot to add on!

Probably the most powerful way to improve Twist Wood would be to buff it to a Heroic version of Rust - i.e., destroys any monster's weapon, reducing it to attacks with either a secondary weapon or some lower baseline attack value (I would personally roll with half its Body rounded up, min 1). The problem is that Rust-type effects are much stronger against player characters than they are against monsters, who don't stick around long enough for an Attack reduction to have a large effect on the game state. Despite this, there are a few potential applications for such a spell, such as to neutralize a far-off or unreachable monster with Ranged attacks, or to weaken a powerful monster you can't kill in one or two blows.


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Re: The Wizard Clearing House of House Rules

Postby slev » November 11th, 2015, 3:04 am

Flashback (V2)
Discard: Use immediately after making an attack or defend roll, or after making a test, including any re-rolls. You may re-roll the entire roll or test from scratch, including any applicable re-rolls. The second result counts, even if worse than the first.

Twist Wood (V2)
Cast & Discard: Target one non-Hero figure in Line of Sight and chose one of the following three effects:
Target loses the ability to make diagonal attacks.
Target loses the ability to make ranged attacks.
Target changes their melee combat dice to Green from now on.


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Re: The Wizard Clearing House of House Rules

Postby Daedalus » April 5th, 2016, 6:06 pm

slev wrote:Thoughts on the Elf Spells under this system...

Twist Wood
OK, so largely useless as-is, what the smeg do we do with this?
Anderas wrote:Twist wood:
I think it's a good spell. Any weapon has wood part, at least in it's handle. So why not adding "any monster hit by this spell is attacking only by it's base attack of one green" or something similar.

slev wrote:Twist Wood (V2)
Cast & Discard: Target one non-Hero figure in Line of Sight and chose one of the following three effects:
Target loses the ability to make diagonal attacks.
Target loses the ability to make ranged attacks.
Target changes their melee combat dice to Green from now on.

Nice solution. This Twist Wood thread furthers the discussion.
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Re: The Wizard Clearing House of House Rules

Postby Anderas » August 28th, 2016, 3:49 am

I added a fourth spell to each spell group now.
That way there's more choice... Now i am just thinking if i let the heroes discover these spells during the game, or if i make them available right from the start.
They're ready for printing in 44x67mm format / Zombicide format. Click for better resolution.

Air
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Yes, it's the potion of air walk.

Water
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Who says that only Chaos Sorcerers can produce ice?

Fire
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Still thinking if i should use this one or rather wall of flames...

Earth
Image
Potentially dungeon breaking. Definitely still under discussion in my head. I may have to define walls that are earthquake secured.
The wall break effect is noted in the rulebook, not on the card. That way i might just remove it if it gets problematic.

Protection
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Immunity to magic. Might be helpful for the barbarian, so that he does not always turn against the group each time he sees a magician.

Darkness
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Turns off the light. Can be romantic. Definitely fighting in a darkroom isn't totally romantic.
The symbols mean: Ranged effects or things affecting the entire room don't work. In my system, that includes searches for example.

Detection
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If you were always stupid, sudden intelligence may hurt. :) Especially if you realize just HOW stupid you were until now... :D

It's another spell that might convince the Barbarian to follow the right wizard. Yes. A mind fight is likely a fight for the mind of the Barbarian. He probably doesn't realize.


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Re: The Wizard Clearing House of House Rules

Postby Daedalus » January 4th, 2017, 5:04 pm

Did you decide how to add them? Since your system already allows some spell reuse, my feeling is to add these new ones as later power-ups.

It seems to me the two uses of the Intelligence spell could be separated with an or condition, like the Genie spell. Also, your art rationalization for this spell is amusing. :) Have you considered the Talisman of Lore art as well, as it is already associated with Mind?
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Re: The Wizard Clearing House of House Rules

Postby Anderas » January 9th, 2017, 7:41 am

Talisman of Lore might really be a good idea. :)

No I did not yet include this spell set. I'm not feeling that this is complete right now, without being able to tell what exactly.


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Re: The Wizard Clearing House of House Rules

Postby Torgo » April 6th, 2017, 3:13 am

I just always house ruled that only the Wizard can read spell scrolls. It makes sense fluff wise that only the Wizard would have studied reading magic (much like reading sheet music) while the Elf draws his magic from "feelings" rather than long study. I also added quite a few scrolls to treasure searches. Pretty much any time the bookshelves or Sorcerer's table appear they have a scroll or two on them. I found this gave the Wizard a bit more oomph.
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Re: The Wizard Clearing House of House Rules

Postby Gold Bearer » April 6th, 2017, 8:33 am

Torgo wrote:I just always house ruled that only the Wizard can read spell scrolls. It makes sense fluff wise that only the Wizard would have studied reading magic (much like reading sheet music) while the Elf draws his magic from "feelings" rather than long study. I also added quite a few scrolls to treasure searches. Pretty much any time the bookshelves or Sorcerer's table appear they have a scroll or two on them. I found this gave the Wizard a bit more oomph.
That's a good idea. The anyone using scrolls rule is one the worst, the barbarian using scrolls is supremely silly.

Another simple wizard upgrade is to give him the three Japanese spells. They're meant to be unlimited use spells but that's stupid because one of them is healing so just using them as standard one use spells makes more sense. I meant to make an item that allows those spells, forgot about it. I think they'd be better for a cleric if I remember right.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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Re: The Wizard Clearing House of House Rules

Postby Jafazo » April 6th, 2017, 4:29 pm

Torgo wrote:I just always house ruled that only the Wizard can read spell scrolls. It makes sense fluff wise that only the Wizard would have studied reading magic (much like reading sheet music) while the Elf draws his magic from "feelings" rather than long study. I also added quite a few scrolls to treasure searches. Pretty much any time the bookshelves or Sorcerer's table appear they have a scroll or two on them. I found this gave the Wizard a bit more oomph.


There it is, that's what I was looking for. This is the way I handled it. Only problem is the game still doesn't hand out enough spell scrolls throughout the adventure. Solutions to that were to just include spell scrolls throughout the game as Zargon. I even tried making some of the spells purchasable in the armory, this also gave the wizard something to spend his money on. Worked wonders, no need for extra rules, problems solved.

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Unless you specify your version I'm going by the US rules.
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Re: The Wizard Clearing House of House Rules

Postby Gold Bearer » April 6th, 2017, 6:16 pm

And you could use scrolls for the elf spells too so he's not left out that only he can use but he can't use the others.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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