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Elf Spells

Discuss Quests, Cards, Monsters etc, from HeroQuest Game Systems.

Re: Elf Spells

Postby TheLastChaosWarrior » Tuesday February 20th, 2024 4:05am

Yes good point, I forgot about Tempest. I homebrewed that after a set number of Quests the Wizard gets to take an extra set of spells anyway, as a sort of upgrade.
Seems fair because as he is maxed out equipment wise after about ten Quests, how else can he grow.Allowing him more spells rounds him off more and makes him more than just a repository for healing spells.
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Re: Elf Spells

Postby Kurgan » Monday February 26th, 2024 11:57am

SirRick wrote:
Kurgan wrote:A Tempested monster can still defend normally, you're thinking of Sleep...


No, I am not. The monster can still defend from attacks but Tempest works automatically and there is no defense against it. The enemy still loses its turn, preventing it from attacking or summoning monsters or whatever they would do instead of nothing.


I misunderstood you, sorry. Well in that case, if he has Dispell or Mirror Magic he can beat it ;) But monsters with those abilities are extremely rare....

(The Rod of Telekinesis works similarly to Tempest, but he can be broken with a dice roll, but I know that's not what you meant)


Talking other spells:
Does Hypnotic Blaze persist and affect anyone who enters the area after (other than castor) or is it a one time thing?

I imagine it working on the minds of those in the room/corridor at the time of casting rather than being a persisting effect that stays around to infect others (just for the three Zargon turns I assume you're saying... or would it be three of the Elf's turns?), but Zargon makes the call, either way. "Magic Resistance" in the NA edition only applies to damage, not effects, so Heroes and Mercs would be stuck, just like monsters and vulnerable (Magic Resistance against any/all spell effects would be re-introduced in a remake of WOM presumably).

When the Elf turns into a Wolf on purpose, does it infect those he wounds (but doesn't kill)? Granted, weak monsters are just going to die in one strike, but could he risk turning a Chaos Warrior into another giant wolf? WOLF VS WOLF !!! Granted it says "wolf" not "werewolf" (even though he technically is one, he can control it, it's not like the spreading, out of control curse that the bad guys deal out in a few quests). All speculation of course since this Moon Time spell was cut from the final release.


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Re: Elf Spells

Postby wallydubbs » Tuesday February 27th, 2024 12:13pm

I'm on the fence weather the Mage of the Mirror designer even knew how Hypnotic Blaze was supposed to work.
The spell is extremely powerful and I understand and respect the opinions of those who want to play it at it's most advantageous form.
For me, however, I think the spell levels out if you play it as a constant. The Elf isn't supposed to be as powerful magically as the Wizard, and to have a spell that possibly immobilizes all monsters, should have a set-back or two. As long as the Wizard's mind points are at 6, he's immune to this spell, as is the Elf,bso that's 2 heroes right there. There are also Potions of Magic Resistance in the treasure deck that the other heroes can use. Unless they're immune to spells, have 6MP, have Dispell or Mirror Magic monsters don't get this benefit.
Much like the sleep spell I feel the undead should not be effected by this.

I keep Hypnotic Blaze active for 3 turns, subjecting enemies and all who enter the room after to it's effects. The monsters and heroes who roll higher than their mind points are fixed on this illusion. In my opinion, turning it into a double-edged sword balances the spell out.

What was this Moon Time spells you were referring to?


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Re: Elf Spells

Postby TheLastChaosWarrior » Tuesday February 27th, 2024 1:12pm

I understand that the undead should not be affected as they lack thought, but, as mummies and zombies are theoretically super susceptible to fire, im wondering if it won't make them turn and move awaycfrom the blaze. Or do they have no sef preservation thoughts at all!!!????
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Re: Elf Spells

Postby wallydubbs » Wednesday February 28th, 2024 9:38am

TheLastChaosWarrior wrote:I understand that the undead should not be affected as they lack thought, but, as mummies and zombies are theoretically super susceptible to fire, im wondering if it won't make them turn and move awaycfrom the blaze. Or do they have no sef preservation thoughts at all!!!????


Just the way I play them, the undead don't mix with Greenskins unless there's a Necromancer involved to control them. So they don't really have any thought of self preservation. They'll attack their nearest target and can't strategize in a fight (unless directed by a Necromancer). They can be tamed and effected by magic (Command spell & Arrows of the Night), but when the magic requires mental faculties that they don't have (sleep, hypnotism, telekinesis, etc.) they are immune.


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Re: Elf Spells

Postby TheLastChaosWarrior » Thursday February 29th, 2024 2:06pm

Yeah, I hate it when they mix greens and UD on the map for that reason.
Although, if they are re animated by chaos magic, does that give them the ability to 'know' other chaos creatures, and not attack them.
When homebrewing, I always have areas occupied by UD separate from the rest of the dungeon, maybe via a secret door or through a locked and jammed door. It helps with the ambience. Another reason I hated the maps in Frozen Horror. Too many rooms with thematically different monsters.
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Re: Elf Spells

Postby wallydubbs » Friday March 1st, 2024 12:55pm

TheLastChaosWarrior wrote:Yeah, I hate it when they mix greens and UD on the map for that reason.
Although, if they are re animated by chaos magic, does that give them the ability to 'know' other chaos creatures, and not attack them.
When homebrewing, I always have areas occupied by UD separate from the rest of the dungeon, maybe via a secret door or through a locked and jammed door. It helps with the ambience. Another reason I hated the maps in Frozen Horror. Too many rooms with thematically different monsters.


Yeah, I agree, the undead is a completely separate faction from the Greenskins. This is why the Witch Lord has no association with orcs.
Whenever a quest pack puts undead and other creatures together I generally segregate them by switching out Skeletons with Goblins, Zombies with Orcs and Mummies with Fimir/Abominations.

In the classic Fire Mage quest the opening passage says Balur is helping the orcs, yet in the quest he's mainly surrounded by undead. I make the aforementioned switches. Except in the southwest quadrant, I leave those undead but just bar the door like the Northeast quadrant of the Great Citadel. The dead end I replace a brick wall with a triggered falling block trap, noting to the heroes "there was once a path here, but the ceiling has long since collapsed", implying that the orcs blocked up the passage to avoid the undead.. it also gives the heroes an opportunity to split up with Pass Through Rock. I also add a few Fireburst Traps to this Quest.

Frozen Horror and Mage of the Mirror require a lot of doctoring, so there's no harm in changing things around on the map.


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Re: Elf Spells

Postby TheLastChaosWarrior » Friday March 1st, 2024 2:09pm

Oohhh, using fireburst traps in Fire mage, I freaking love that idea, and so thematically perfect as well.
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