• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Veil of Mist spell

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

Veil of Mist spell

Postby Daedalus » Monday October 17th, 2011 7:12pm

Next to casting a Genie spell to open a door, I think the Veil of Mist spell is the least useful spell (and in need of adjustment):

Veil of Mist

This spell may be cast on any
one Hero, including yourself.
On the Hero's next move, he may
move unseen through spaces that
are occupied by monsters.


Here's a spell that let's you get behind the lines...for what? If you use it to attack, chances are you'll be attacked back by whatever monsters are in the rear. If instead the spell is used to escape an uncertain random move must still be rolled after the spell is cast. This move suffers from a 2 square movement penalty just to get on the opposite side and adjacent to a blocking monster that will likely pursue and attack that round. Both options usually expose the Hero to an attack in the same turn he moves...weak.

To strengthen Veil of Mist, certain interpretation is in order. Assume the spell is active once cast, making the Hero unseen by monsters in general. This lasts until the conditions of the spell are satisfied, namely when the Hero's next move occurs. Note that a Hero always has a move on his turn, even if he choses not to move any squares (found under On Any Player's Turn and Hero Movement in the NA Instruction Booklet, p.12). Two variations arise depending on when the Hero moves:

  1. Should the Hero's move occur after the spell is cast but before Zargon acts, then the spell is limited to only affecting the Hero's movement, with no additional effect. This occurs when the targeted Hero follows the caster in turn order.
  2. Should the Hero's move instead occur after the spell is cast and after Zargon acts, then the spell makes the Hero unseen from the time it is cast until the targeted Hero's next move. This means that on Zargon's turn following the casting of the spell no monster can attack or cast a spell on that Hero (and he can move through monsters on his turn, as well). This variation is only possible if Veil of Mist is cast on a Hero who goes before the caster in turn order, of if the caster is the target of the spell.

To further strengthen Veil of Mist, allow it to last until the caster's next turn. Similar to variation 2 above, this makes any Hero unseen on Zargon's following turn, regardless of turn order. Now, not only do all Heroes benefit from not being visable to monsters for a turn (regardless of turn order), but it's also possible for a targeted Hero other than the caster to move and then attack a monster behind the lines without retaliation for 1 Zargon turn. (The caster can't do this because he cast a spell- he may only move.)

Hmmm. Just checked out Wizards of Morcar. I thought all this Veil of Mist hupla was justified for those who don't own/haven't printed the Invisibility spell card for use in their game. Turns out I've remade Invisibiliy and stacked it with moving through monsters and allowing attacks. Makes Veil of Mist overpowered, and Invisibility a poorer cousin. :oops: I guess Veil of Mist should be cancelled if an attack is made, as with Invisibility.

I still think Veil of Mist sucks. I think I'll use some the guts of this in another house rule effort soon.


Never mind. -Emily Latella
..
UNCLE ZARGON
Image
WANTS.. YOU


Rewards:
Wizard of Zargon Group Member Grin's Stone Map Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
User avatar
Editor-in-Chief
Daedalus
Dread Ruleslawyer

Wizard
Wizard
 
Posts: 5040
Images: 14
Joined: Monday May 9th, 2011 2:31pm
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberAdventurers' Guild Group MemberArtists Group MemberChampion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Re: Veil of Mist spell

Postby cynthialee » Monday October 17th, 2011 8:57pm

hmmmm

It is a rather cruddy spell as written.

I like the idea casting at any time and it makes the Hero unseen until next move.
Hero moves and attacks monster. Mage (or Elf...) then casts Mist on the other Hero and obscures his friend from counter attacks until the next round the Hero moves..

Or like I have seen it altered at a friends table... The character actually becomes mist and may enter rooms without opening doors and prevents being attacked until the next move.

There are a number of ways that this spell could be tweeked to make it worth casting in more circumstances.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


Rewards:
Created a Hot Topic.
cynthialee

Swordsman
Swordsman
 
Posts: 1848
Images: 4
Joined: Tuesday September 27th, 2011 10:56am
Location: the forests of Washington State
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Veil of Mist spell

Postby AerynB » Monday October 17th, 2011 9:55pm

The poor Veil of Mist spell. I also think it is way under-used. But, even as it's written, it's not all bad. The worst thing about it (and most of the spells in general) is that the suggested order of play in the rulebook is Barbarian, Dwarf, Elf, Wizard, so any spells the Elf or Wizard might cast, either on themselves or on other Heroes, don't take effect until after Zargon plays. I think the best improvement suggestion for these spells would be to mix up the order of play to something like Barbarian, Wizard, Elf, Dwarf, or any other order really, any order that puts the effects of the Wizard's spells on the Heroes' current turn instead of their next turn.

For example, Barbarian opens a door to a room full of monsters crowding the door and thereby blocking the other Heroes from joining the fray. Your Wizard has the Wand of Magic, the Fire spell, Courage, and the Air spell, Veil of Mist. Perhaps he casts those two spells on the Dwarf, and maybe the Elf casts Rock Skin on him as well. Then the Dwarf walks past the Barbarian and the monsters at the door to get behind them and attack with a +2 bonus. And if they're Orcs and he has Orc's Bane, that's even better. He might take a couple out, and he'll have a +1 defense bonus for when the monsters attack him on Zargon's turn.

I don't think I've ever done this, or seen this done, in any HQ game I've played, but I really think it's because we tend to stick to the B-D-E-W turn order. Lots of different strategies could come into play if we mix it up a little. And we can keep the spells and rules as-is. :2cents:


Rewards:
Created a Hot Topic.
User avatar
Princess
AerynB
Resident Editor

Ogre Champion
Ogre Champion
 
Posts: 197
Joined: Friday September 11th, 2009 6:23pm
Location: Missouri
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Veil of Mist spell

Postby cynthialee » Monday October 17th, 2011 10:02pm

I actually have the Heroes dice for order of play and have them sit in the apropriate order.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


Rewards:
Created a Hot Topic.
cynthialee

Swordsman
Swordsman
 
Posts: 1848
Images: 4
Joined: Tuesday September 27th, 2011 10:56am
Location: the forests of Washington State
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Veil of Mist spell

Postby AerynB » Monday October 17th, 2011 10:05pm

Hey, not a bad idea. Wish I had more people to play with than just hubby. :(


Rewards:
Created a Hot Topic.
User avatar
Princess
AerynB
Resident Editor

Ogre Champion
Ogre Champion
 
Posts: 197
Joined: Friday September 11th, 2009 6:23pm
Location: Missouri
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Veil of Mist spell

Postby ken » Tuesday October 18th, 2011 3:32am

AerynB wrote:The poor Veil of Mist spell. I also think it is way under-used. But, even as it's written, it's not all bad. The worst thing about it (and most of the spells in general) is that the suggested order of play in the rulebook is Barbarian, Dwarf, Elf, Wizard, so any spells the Elf or Wizard might cast, either on themselves or on other Heroes, don't take effect until after Zargon plays. I think the best improvement suggestion for these spells would be to mix up the order of play to something like Barbarian, Wizard, Elf, Dwarf, or any other order really, any order that puts the effects of the Wizard's spells on the Heroes' current turn instead of their next turn.For example, Barbarian opens a door to a room full of monsters crowding the door and thereby blocking the other Heroes from joining the fray. Your Wizard has the Wand of Magic, the Fire spell, Courage, and the Air spell, Veil of Mist. Perhaps he casts those two spells on the Dwarf, and maybe the Elf casts Rock Skin on him as well. Then the Dwarf walks past the Barbarian and the monsters at the door to get behind them and attack with a +2 bonus. And if they're Orcs and he has Orc's Bane, that's even better. He might take a couple out, and he'll have a +1 defense bonus for when the monsters attack him on Zargon's turn.

I don't think I've ever done this, or seen this done, in any HQ game I've played, but I really think it's because we tend to stick to the B-D-E-W turn order. Lots of different strategies could come into play if we mix it up a little. And we can keep the spells and rules as-is. :2cents:

Why not let the Heroes move in any order, during the Hero Turn. I tried this in Solo play, just with the Wizard, and it works quite well. If there is any argument during this phase, make them go back to a preset order of movement.


Rewards:
Created a Hot Topic.
User avatar
ken
The Greybeard

Elven Archer
Elven Archer
 
Posts: 591
Joined: Tuesday August 24th, 2010 3:26am
Location: norfolk uk
Forum Language: British English
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Re: Veil of Mist spell

Postby Ethica » Tuesday October 18th, 2011 4:38am

ken wrote:Why not let the Heroes move in any order, during the Hero Turn. I tried this in Solo play, just with the Wizard, and it works quite well. If there is any argument during this phase, make them go back to a preset order of movement.


That's a great idea. Infact, assign initiative to each character, so each could pull rank in the event of disputes (if that is any different from a preset order of movement). I'd propose - Elf (quickest) then Barbarian then Wizard then dwarf (slow and fat).


Rewards:
Created a Hot Topic.
User avatar
Ethica

Giant Wolf
Giant Wolf
 
Posts: 751
Images: 19
Joined: Wednesday January 14th, 2009 3:43pm
Location: Suffolk, UK
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Artists Group Member Champion Group Member

Re: Veil of Mist spell

Postby Sjeng » Tuesday October 18th, 2011 6:40am

It does suck indeed. Never used it once.
Check out my YouTube channel Boardgame Heaven, and drop me a sub please!


Rewards:
Grin's Stone Map Played a turn in a Play-by-Post game. Wrote twenty (20) articles for the Blog in three (3) sections. Created a Hot Topic. Participated in three (3) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Encountered a menacing Chaos Warlock!
User avatar
Official Spokesman
Sjeng
Ye Olde Orcish Bard

Chaos Warlock
Chaos Warlock
 
Posts: 4531
Images: 92
Joined: Tuesday July 26th, 2011 9:58am
Location: The Netherlands
Forum Language: Nederlands
Hero:
Evil Sorcerer: Morcar
Usergroups:
Wizards of Zargon Group Member Adventurers' Guild Group Member Artists Group Member Champion Group Member Scribes Group Member

Re: Veil of Mist spell

Postby torilen » Tuesday October 18th, 2011 2:09pm

I've always seen this spell as a mix between invisibility and teleportation. Say it works like this:
Wizard casts it on himself, he disappears from sight...moves through the spaces to get through
a door and on the other side of the monsters (maybe to click a switch or something). At the start
of his next turn, he reappears.
**There is no movement penalty in my viewpoint...the monsters don't see the hero, and so won't try
to stop him.

OR...how about this:
Wizard casts it on the Elf...the elf disappears...moves through three spaces with monsters to get to the
other side. The two monsters farther away have the dwarf trapped between them. NOW...the elf can take
one of those on, helping the dwarf. The wizard still has his movement, and can move away, perhaps toward
the barbarian, who can help him fight the remaining monster.

OR...how about this:
Wizard casts the spell on himself. He is in a room with a monster...three doors open/exit in this room. He
disappears and goes out one door. The monster, in all honesty, would at the least have to make some roll
to see if he picks the right door to go after the wizard.

OR...how about this last one:
There is a small room or hallway with a monster - no monsters have seen the heroes yet and have not sounded
any alarm. The wizard casts the spell on any hero, who moves past the monster without being seen. Still not
alarm is sounded. If you are using a system that allows for more spells, or the wizard has this spell in a ring
or something, then two or more heroes could get by without alerting the monsters.


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Wrote an article for the Blog. Created a Hot Topic.
torilen

Ice Gremlin
Ice Gremlin
 
Posts: 2081
Joined: Friday October 9th, 2009 4:18am
Location: Virginia, USA
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member Scribes Group Member

Re: Veil of Mist spell

Postby torilen » Tuesday October 18th, 2011 2:12pm

OH...last thought:
Elf attacks a monster and moves away. The elf has low body points. Before the monster
can follow and kill the elf, the wizard casts the spell on him. The spell SHOULD last until
the start of the wizards next turn...perhaps he just saved the elf's life.


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Wrote an article for the Blog. Created a Hot Topic.
torilen

Ice Gremlin
Ice Gremlin
 
Posts: 2081
Joined: Friday October 9th, 2009 4:18am
Location: Virginia, USA
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member Scribes Group Member

Next

Return to Game Systems

Who is online

Users browsing this forum: CommonCrawl [Bot] and 1 guest