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New Hero Class: Sorcerer

Discuss the creation of new Heroes and share Heroes you've created.

New Hero Class: Sorcerer

Postby SpacemanR » August 18th, 2025, 10:14 pm

So with the greatly expanded list of available heroes, I find that several rough types have multiple options (most obvious being the Knight, Barbarian, Berserker). The Wizard still seems to sit alone as the only one of his kind. As an alternate primary magic user, I suggest: The Sorcerer.

What sets our Sorcerer apart from the Wizard? Well, the Wizard is well known for having a wide selection of spells. With 4 elements and being able to bring a total of 9 individual spells into a quest, the Wizard surely has a trick up his sleeve for almost any situation. The Sorcerer, while still a powerful magic user, is a bit more limited in selection. My proposal? Only three different spells, but being able to cast them 2, 3, and 4 times respectively. This gives the Sorcerer the same number of spells, but more limited in versatility. Each individual spell, however, should be a bit more flexible...in keeping with the idea of a sorcerer being more about feeling magic than formulaic and rigid as seen in a wizard.

An option in the progression of the Sorcerer, a throwback from countless books, films, etc about magic users: the crystal ball. As an artifact, it functions like the Clairvoyance spell

Another option: Circlet of Summoning. Allows the Sorcerer to summon an animal companion at the beginning of a quest. Example: Bird. The Sorcerer is able to see through the eyes of the bird, allowing the bird to be used for scouting, providing line of sight for spells, etc. The bird can also be used to harass and distract an opponent. Select one monster adjacent to the bird, that monster rolls one less defense die against attacks. This bird has no attack itself, but a high defense value (as it is small and nimble). On a successful hit, it disappears.
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Re: New Hero Class: Sorcerer

Postby MonsterMotor » August 19th, 2025, 5:27 pm

The first idea you describe sounds somewhat familiar to me from the Dungeons and Dragons direction. But I recognise your general point that the elemental spells are not getting as much attention by other hero classes as they perhaps should.

Maybe take a look at the heroes from my ruleset, which you will find here:
viewtopic.php?f=38&t=6622
There I have given other heroes access to the elemental (and also other) spells as well, using a certain concept of balancing the heroes agains each other.

Also note that there are other people who have introduced a mana point system for spellcasting. I am not really a fan of that in HQ, but it can work well if done properly.
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Re: New Hero Class: Sorcerer

Postby SpacemanR » August 19th, 2025, 11:05 pm

MonsterMotor wrote:Also note that there are other people who have introduced a mana point system for spellcasting. I am not really a fan of that in HQ, but it can work well if done properly.



That is something I absolutely oppose in HQ. I value the simplicity of the game. If I wanted to make it more and more complicated....well, there are already other games for that. I think the base Wizard nailed it: get a card for each spell, take that card away as each spell is cast. For the duplicate spells for the Sorcerer, I would want multiple copies of the spells, so that they could function the same way.


I did like your idea of being able to unlock additional sets of spells (for a hefty fee)
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Re: New Hero Class: Sorcerer

Postby Parzival » August 20th, 2025, 10:43 am

Not opposed to anyone doing whatever they want, and the magic items are interesting. However, there are other spellcasting heroes added for the expansion sets by the new Avalon Hill/Hasbro editions— the Bard, the Druid, and the Warlock, each with their own deck of spells. The Elf has also been given a new deck of Elf magic cards to use instead of the Wizard (these appear in The Mage of the Mirror set*).

Your idea has merit, but the multiple casting ability might be overdone (and the Wizard gains a form of it with the acquisition of the Spell Ring and Wand artifacts anyway). What might be more fun is a new spell list with a strong random component— for example, a Teleport spell that transports either the caster or a target (monster or hero) a random distance/direction away from the caster. The sort of thing that can produce unexpected results, for good or ill. Makes the Sorcerer a wild card (no pun intended).


*At least, with the new Hasbro expansion. I don’t know if the original expansions in the ‘80s/‘90s included these.
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Re: New Hero Class: Sorcerer

Postby SpacemanR » August 20th, 2025, 10:11 pm

Parzival wrote:However, there are other spellcasting heroes added for the expansion sets by the new Avalon Hill/Hasbro editions— the Bard, the Druid, and the Warlock, each with their own deck of spells. The Elf has also been given a new deck of Elf magic cards to use instead of the Wizard (these appear in The Mage of the Mirror set*).



Yes, but back to my point: none of them is spell centric. The additional spell users are more like the Elf. We have twelve unique heroes so far, and only one of them is anything like that. If we get a 13th, I think due for another character who spends more time sitting back and casting spells than hacking away at enemies (or punching and kicking, shooting with crossbow/wand, etc)
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Re: New Hero Class: Sorcerer

Postby Nlinindoll » August 20th, 2025, 10:37 pm

While I like the idea of another spellcaster of another sort, I too get very cautious about something that utilizes a "mana system" or breaks the lore of magic in the Heroquest world.

When my current group of non-gamers/casual gamers started playing Heroquest, my wizard player didn't understand why the wizard didn't use a Harry Potter style magic. She didn't know the history of magic in sword & sorcery and specifically Vancian Magic magic that so influenced Heroquest, D&D and other fantasy games of the era. We see this not only in the game-itself and the rule of "once per quest", but also in the Heroquest novels printed in the '90's where the Wizard spent significant time preparing his spells before he departed on his quest.

Vancian magic is defined by a few key traits:

* Each magic spell does exactly one thing, you generally can't improvise a new effect.
* Spells must be prepared in advance. Wizards can prepare only a fixed number of spells, and can use each one only once before having to prepare it again. Spells are like magical ammunition, and you have to reload.

Key to understanding the system is to realise that Vancian magic is meant to be largely empirical - most wizards don't know how or why a spell works, simply that it does and that developing a new spell is typically the result of a great deal of time, effort and luck. Also, the "preparation" of a spell is actually a process of pre-casting: the caster performs most of a potentially long and complex ritual in advance and then triggers it when required with a short gesture or mnemonic phrase.


Source: http://arcana.wikidot.com/vancian-magic

I hope that anyone who develops another magic-focused character takes into consideration this establish lore.
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Re: New Hero Class: Sorcerer

Postby Kurgan » August 21st, 2025, 12:25 pm

That's helpful in understanding the context.


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Re: New Hero Class: Sorcerer

Postby MonsterMotor » August 24th, 2025, 4:44 am

Whatever your preferrences concerning the nature of magic are, one could also argue that a sorcerer class was already introduced into HQ a long time ago - see the chaos spellcasters from Against the Ogre Horde. They can cast their spells multiple times.
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Re: New Hero Class: Sorcerer

Postby MULE » January 19th, 2026, 12:36 pm

I own the EU 1989 edition and we've tried a few of the new heroes and I think mostly they just show how well balanced the original four were. Saying that I did like the Druid.
Last edited by MULE on October 16th, 2026, 5:09 am, edited 1 time in total.
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Re: New Hero Class: Sorcerer

Postby Gold Bearer » February 7th, 2026, 5:55 pm

I'm in the (on and off) process of updating all my heroes and the sorcerer is my favourite so this is the perfect place to post it before finishing the others. They do use mana points but not for casting without discarding. They use the spells from Against the Ogre Hoard and Wizards of Morcar.


Sorcerer
You are a very powerful magician who is able to use your birth-given magical talent to empower your spells but have little to no control over which of your spells are available to you and those spells never include healing magic.

Lineage: Common. Race: Commoner. Class: Sorcerer.

Base Movement: 8, Base Defence: 2 (Aura), Base BP: 4, Base MP: 6.

Base Level 4 Magic-User: One random spell from the Psionic (Against the Ogre Hoard) spell group, one random spell from each Eldritch (Wizards of Morcar Hero spells) spell group and two random spells from each Sorcery (Wizards of Morcar EWP spells) spell group.

Starting Equipment: None. Movement: 8, Attack: 1 (Cantrips), Defend: 2.

⦁ You are a Level 4 Magic-User with two random spells from each Sorcery (Astral/High Mage, Tomb/Necromancer, Magi/Storm Master, Spore/Orc Shaman) spell group, one random spell from each Eldritch (Darkness, Protection and Detection) spell group and one random Psionic spell that needs to be Empowered to Cast.

⦁ Cantrips: Reusable Spells that allow you to use your Main Action to Cast Blast, a one combat dice Magical Spell Attack on a directly adjacent target, to activate anything that requires a non-specific spell to be Cast or to conjure and attack with a Club if you need a non-Magical one combat dice Melee Attack.

⦁ You have three Mana Charges per Adventure that allow you to Empower your Sorcery and Eldritch Spells (see spell list), to Cast your Psionic Spell (requires Empowering to be Cast).and Empower Cantrips increasing their Spell Attack to two combat dice.

⦁ Your natural Magic Aura adds +1 to your Base Defence dice which is treated (just the +1) as Magical Armour.

⦁ You are are unable to use any non-Magical Weapon except for Clubs, Daggers, Staffs and Cudgels and are unable to use any non-Magical Armour.

Champion +1MP: Spell Weaver

⦁ You have one extra random spell from a random Sorcery spell group: Skull & 1-3 = Spore, Skull & 4-6 = Necro, Either Shield & 1-3 = Magi, Either Shield & 4-6 = Astral.

⦁ You can swap one spell from each (at the same time) Sorcery spell group.

⦁ You can Upcast your spells (not from an Item) if you discard an additional spell of your choice and lose 1MP.

⦁ Your Cantrips can make diagonal Spell Attacks, Upcasting Blast turns it into Disease.

⦁ You have five (in total) Mana Charges per Adventure.

⦁ You can Empower (to Cast) Psionic Spells losing 1MP instead of a Mana Charge.

Veteran +1BP: Spell Binder

⦁ You are a Level 5 Magic-User with three (in total) extra random Sorcery spells from three different random spell groups, excluding: Skull & 1-3 = Spore, Skull & 4-6 = Necro, Either Shield & 1-3 = Magi, Either Shield & 4-6 = Astral.

⦁ You can swap one or all spells (at the same time) from any Sorcery spell groups once for random replacements from the same spell groups and you take one of each Psionic Spell but only one can be Cast each Adventure, if you discard one all three are discarded.

⦁ Upcasting now costs either an additional spell of your choice or 1MP and you can Upcast from an Item but this must be done before any Item Check.

⦁ Your Cantrips can now be Ranged Spell Attacks.

⦁ You have eight (in total) Mana Charges per Adventure.

⦁ You can use two Mana Charges to Overpower your spells (see spell list), Overpowering your Psionic Spell allows you to Cast an additional non-Psionic Spell at the same time, choose both spells before resolving the Psionic Spell first.

Master +1BP & +1MP: Spell Master

⦁ You are a Level 6 Magic-User with three random spells from each Sorcery spell group, one random spell from each Eldritch spell group and three random Psionic Spells using the full Psionic spell set (5 of each spell).

⦁ You can now Cast all three of your Psionic spells and replace your drawn Psionic Spells for one of each Psionic Spell, can swap any of your Sorcery Spells for random replacements from the same spell groups and can swap your drawn Eldritch Spells for a single random Eldritch spell group: 1-2 = Darkness, 3-4 = Protection, 5-6 = Detection, You must make all decisions before rolling and swapping any spells.

⦁ You can Overcast your spells if you discard an additional spell of your choice and lose 1MP and can Upcast/Overcast from an Item after resolving any Item Check.

⦁ Your Cantrips can be Cast on a target occupying any room or corridor in sight, Overcasting a Cantrip allows it to be Cast on a target anywhere.

⦁ You have twelve (in total) Mana Charges per Adventure.

⦁ You can Empower an Eldritch Spell by discarding an additional Eldritch Spell instead of using a Mana Charge or Overpower them by discarding all three Eldritch Spells or one additional Eldritch Spell and one Mana Charge.
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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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