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WIZARDS OF MORCAR discussion

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Re: WIZARDS OF MORCAR / ZARGON discussion

Postby wallydubbs » December 30th, 2024, 12:51 am

LucaRocks wrote:Another great analysis Wally! Is WOM your favorite quest pack? You seem to be on top of it from all angles.


Not my favorite quest pack, but my group loved my take on the Spells of Detection. I really enjoyed implementing these spells into other quest packs, giving the Wizard access to a wider variety of spells added a lot of flavor to the game.
The Final Conflict was also a really fun one too. I remember using the Storm Master to make an earthquake going straight through a stone room. Effectively opening another route through the dungeon.

So there are fond memories, but I acknowledge this would need a lot of fixes and adjustments to be compatible to this newer version.


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Re: WIZARDS OF MORCAR / ZARGON discussion

Postby LucaRocks » December 30th, 2024, 3:44 pm

Did you post your versions of detection spells in this thread? Or elsewhere? Would love to check them out
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Re: WIZARDS OF MORCAR / ZARGON discussion

Postby wallydubbs » December 30th, 2024, 11:47 pm

LucaRocks wrote:Did you post your versions of detection spells in this thread? Or elsewhere? Would love to check them out


Elsewhere, and weirdly enough, I'm not able to find it right now.

But here's how I play the Wizard's spells:

Spells of Darkness
Arrows of the Night: 2 Damage against any monster, they defend with dice equal to their mind points.

Chains of Darkness: monster can't move or attack, may still cast spells.

Cloak of Shadows: whomever is in the Cloak of Shadows cannot attack or be attacked, nor can they cast spells or be the target of spells. The Wizard could Dispel it at any time.

Spells of Detection
Clairvoyance: Wizard casts this on a room, Zargon lays out the contents, including traps and secret doors, also reveal any quest treasures in the room. If no specific treasure, reveal the next card from the Treasure Deck, that card is now designated to that room. Rooms that are shaded areas on the quest map don't count as rooms and the hero can try again.

Future Sight: Wizard casts this on a hero, this hero may reroll all movement, attack and defense dice once until the end of the Wizard's next turn.

Treasure Horde: Draw 3 treasure cards, must take all. (Best combined with Treasure without Doom).

Spells of Protection
Dispell: Wizard may use this spell to force an enemy spell caster to randomly discard a spell; or he may cast it on another hero inflicted by a spell; or he may use this to Disarm a Magical Trap; or disarm a Magically Sealed Door (something I've implemented in some of my quests).

Invisibility: cast this on any hero, that hero can't be attacked by other monsters or be targeted for spells. The hero cannot attack other monsters but may perform any other action even while monsters are present. While invisible the hero can only move with 1 movement dice.

Wall of Stone: Creates a Stone Wall with 2BP and 6 Defence Dice.


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Re: WIZARDS OF MORCAR / ZARGON discussion

Postby SirRick » December 31st, 2024, 11:08 am

Treasure Horde has to be one of the worst spells in the entire game. It would be useful with Treasure without Doom, but it seems bad to have a spell’s usefulness determined by consumable artifacts you may or may not have. I imagine the Wizard casts it, then gets shot by an arrow, then stumbles into the shallow spike pit, and while laying their mangled and injured, gets shot by another arrow or gets finished off by a wandering monster that suddenly appears. Its too bad you cant cast the spell on an enemy!

I think the spell should just be the spell form of Treasure without Doom, since most of the other spell scrolls correspond to an actual spell card. I think the only other exception is Ice Bridge. I think changing Treasure Horde into Treasure without Doom makes the spell independently useful and is more in line with the theme of the spell group.


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Re: WIZARDS OF MORCAR / ZARGON discussion

Postby lestodante » December 31st, 2024, 1:09 pm

My Treasure Horde works slightly different:

When you are searching a room
for treasure, you may draw three
treasure cards at once. If you draw
Hazard or Wandering Monster
cards, they have no effect.


Simple and effective. It still gives the Wizards the chance to draw 3 cards but protects him from perils.


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Re: WIZARDS OF MORCAR / ZARGON discussion

Postby LucaRocks » December 31st, 2024, 1:12 pm

Thanks for the ideas guys! That's why I love forums like this. So many great ideas to add to the game. Hopefully, the spells will be made better in the new version but these are definitely usable if they are not. Thanks again!
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Re: WIZARDS OF MORCAR / ZARGON discussion

Postby wallydubbs » December 31st, 2024, 1:29 pm

I can understand your misgivings on Treasure Horde, but I suppose I forgot to mention a few key details:
1. The Wizard can cast this spell on another hero.
2. I played with an expanded treasure deck, the ones drathe made for Keller's Keep. So the ratio between good and bad cards in my old treasure deck are a bit wider.
3. I disregard the return to the deck policy. Every card, good or bad, goes to a discard pile.
4. The room can only be searched once.

So I guess this spell heavily relies on Zargon's policy of the treasure deck. It works for mine.


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Re: WIZARDS OF MORCAR / ZARGON discussion

Postby MonsterMotor » January 1st, 2025, 9:00 am

Guys, whatever you do with this spell, can you please rename it properly to Treasure Hoard? We have an ogre horde in HQ but not a treasure horde. Now happy treasure hoarding in the new year!
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Re: WIZARDS OF MORCAR / ZARGON discussion

Postby wallydubbs » January 1st, 2025, 9:01 pm

MonsterMotor wrote:Guys, whatever you do with this spell, can you please rename it properly to Treasure Hoard? We have an ogre horde in HQ but not a treasure horde. Now happy treasure hoarding in the new year!


Whoa, that's my bad, usually I'm good with homophones. I've been calling them Against the Ogre Hoard... I just had the definitions mixed up, thanks for calling me out on it. Although technically the original Wizard's of Morcar got it wrong too.


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Re: WIZARDS OF MORCAR / ZARGON discussion

Postby SirRick » January 1st, 2025, 9:14 pm

wallydubbs wrote:
MonsterMotor wrote:Guys, whatever you do with this spell, can you please rename it properly to Treasure Hoard? We have an ogre horde in HQ but not a treasure horde. Now happy treasure hoarding in the new year!


Whoa, that's my bad, usually I'm good with homophones. I've been calling them Against the Ogre Hoard... I just had the definitions mixed up, thanks for calling me out on it. Although technically the original Wizard's of Morcar got it wrong too.


Idk if you made any mistake, the spell is just always been named wrong on the card.

Actually Against the Ogre Hoard is a secret quest pack in which the heroes win the lottery (called the Ogre’s Hoard lottery) and they all become corrupted by untold wealth and turn on each other to be the sole possessor of the entire fortune.


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