These have the potential, I suppose, to totally break the game. When it comes to unfair Quests like those found in some of Expansions, however, I don't feel so bad if that's the case.
Presenting...
The
Wizard's Arsenal! (or the Alchemist's
Arsenal)
Long ago we read in the Hero Quest Instruction Manual:
WizardsArsenalInspiration_InstructionsText.png
How disappointed I was that this promise was never fulfilled!
Until now...
So I set to work creating various “powerful magic items” that the Wizard could purchase and only he could use. The idea would be that I would reveal this once the Wizard has reached Champion status (3-5 quests complete), or I suppose it could be used once he complete most/all of the Game System quests. I didn't want to make things too complicated, and not make every item a glorified spell scroll (since we already have those).
( Of course for “de-magicified” campaigns I substitute the Alchemist's equivalents, where they are alchemical devices )
Prices and details are subject to change...
Welcome, my friend, here you will find many powerful magical items that only you, the Wizard, may use. Many magical gems exist that may be affixed, one at a time, to your
Wizard's Staff (once you have acquired it). You may only carry one Jewel at a time into a Quest, unless you purchase a Breastplate to carry more. Some objects have a Mind Point requirement. Its power may weaken or vanish until your Mind Points again reach this level if you are ever weakened. Use them wisely!
Ethereal Sword (Alchemist equivalent: Flare Torch)
300 gold coins
This magic ring generates an ethereal blade which attacks adjacently with the strength of three black Combat Dice. It may be used up to three times per quest. You may not use the Staff while the blade is active.
Requires 6 Mind Points
Circlet of Healing (Alchemist equivalent: Herbal Cap)
450 gold coins
This magic circlet allows the Wizard to heal himself to full Body Points once per quest. It also allows him to substitute 1 Green Die when defending.
Requires 5 Mind Points
Mind Gem (Alchemist Equivalent: Mind Tuner)
300 gold coins
This magic gem may be inserted into the Circlet of Healing. When the Circlet is used, it also restores his Mind Points to full.
Ring of Light (Alchemist equivalent: Flash Ring)
300 gold coins
As long as this ring is worn, you can ignore all “Hazard” and “Wandering Monster” cards when you Search for Treasure. This does not protect you from Wandering Monster traps, however.
Requires 5 Mind Points
Staff of Fire (Alchemist equivalent: Flame Cannon)
300 gold coins
This enchanted jewel contains the power of fire. When attached to the
Wizard's Staff, it allows the Wizard to use the Fire of Wrath spell three times per quest,
regardless of what spell cards he has available.
Requires 5 Mind Points
Wand of Wind (Alchemist equivalent: Rod of Ice)
350 gold coins
This magic jewel holds the power of ice. When attached to the
Wizard's Staff, it allows the Wizard to use the Ice Storm spell three times per quest, regardless of what spell cards he has available.
Requires 6 Mind Points
Lightning Gauntlets (Alchemist equivalent: Electric Gauntlets)
600 gold coins
These magical gloves are infused with the power of lightning, allowing the Wizard to cast powerful bolts that can attack any enemy you can see with 2 Combat Dice (the victim cannot defend). They may be used up to five times per quest.
Requires 6 Mind Points
Spectral Shield (Alchemist equivalent: Battle Meditation - a musical instrument)
500 gold coins
This wand generates a magical shield covering up to 8 squares around the Wizard. If he has 7-8 Mind Points, it extends out two squares in all directions. With 9+ Mind Points, it extends three squares in all directions. If his Mind Points decrease, the reach of the shield decreases. All allies within the Shield defend with Green Dice. The power lasts until the Wizard takes 1 Body Point of damage or damages a foe with an attack or spell. Walls block the extent of the effect. May be used once per quest.
Requires 6 Mind Points
Spectacles of Sight (Alchemist equivalent: Bat Box or Far Lantern)
325 gold coins
This magic ring allows the wearer to instantly reveal all hidden Traps the moment he is within line of sight of their squares. Wandering Monster traps force the Monster to appear on the square you can "see.” That Monster may not attack until Zargon's turn. You may ignore Hazard cards when searching for Treasure as well.
Requires 5 Mind Points
Acid Amulet (Alchemist equivalent: Acid Siphon)
300 gold coins
This magical amulet allows the Wizard to use the equivalent of “Rust” up to three times per quest, regardless of what spell cards he has available.
Requires 6 Mind Points
Taliesin's Breastplate (Alchemist equivalent: Alchemist Pack)
400 gold coins
This magic breastplate allows the Wizard to carry multiple magic jewels or gems at a time, to place them into the
Wizard's Staff on his turn. Increases his Mind Points by 1 for as long as it is worn. Requires at least one magical jewel or gem. Switching gems requires an action and ends the effects of the one that was previously active.
Codex of Magic (Alchemist equivalent: Great Work)
850 gold coins
This mystic tome grants the Wizard access to magical knowledge based on his Mind Points.
6 Mind Points = Choose 1 extra class of 3 spells.
7-8 Mind Points = Choose 2 extra classes of 3 spells each.
9+ Mind Points = Choose 3 extra classes of 3 spells each.
If the Wizard loses Mind Points, he loses control of the extra spells, until these Mind Points are restored. Spells may each only be used once per quest.
Note: New sets of Spells can only be used if they have been made available for the Quest being played. These spells are selected after the Wizard and Elf have chosen their cards, from those that remain.
Ariel Sphere / Orb of Air (Alchemist equivalent: Web Canister)
250 gold coins
This mystical jewel is infused with the power of air. When attached to the
Wizard's Staff, it allows him to use the equivalent Tempest three times per quest, regardless of what spell cards he has available.
Mantle of Passage (Alchemist equivalent: Hyrax Chief)
200 gold coins
The wearer of this magical cape may draw another ally with him as he passes through walls. They travel together as if their movement was identical as long as the two are adjacent. It can also be used to retrieve an ally who has been trapped inside solid rock, restoring him to life. The power continues to your next turn if you are still inside solid rock. However once you have moved to safety after this, the power ends until the next quest.
Note on "spell equivalents": These may NOT be used to contribute to the Spell/Spell Scroll cards needed to sacrifice to Summon an Elemental at "Knight" level.
For purposes of gameplay, these items should be treated like Artifacts. I may put a limit on only being able to buy one of each item.
5,375 gold coins to buy everything! But remember, your gear recharges in between quests! To earn this much gold will take 1-2 quest packs.
I'm still working on the graphics, but I plan to have a page to serve as a new "Shop" for the Wizard/Alchemist character (double-sided for both versions). I intend this to be used in conjunction with my
Hero upgrade system.
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