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100 + New Spells for Heroquest

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Re: 100 + New Spells for Heroquest

Postby sorcerersapprentice » September 2nd, 2015, 12:59 pm

Hello. Here is some of the new artwork for the spell set I'm working on. A RUNE has been added to the front of each one. I've also added two extra classes to make a total of 100 spell cards. And am currently drawing little picture for the backs of each card.

I've listed a brief description of the magical qualities of each magical type below. I did some more research into the Spells since released for Heroquest and the expansion packs and was surprised to see so many. I went back and re-examined my lists to change and modify spells so that they retained originality and abandoned some others that too closely resembled existing spells. I thought about drawing a new elemental to match the HQ cards but decided to go with something a little different, but I did keep the scroll effect and the elemental focus.

Let me know what you think.

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Ice Magic engages the element of Ice to control weather and summon forth caustic coldness and fashion it into shapes and forces inc. ice-based beasts. Ice magic allows the caster to resist heat.

Auric (or Gilded) Magic taps into the deep reservoir of intuitive knowing of the operation of world forces deep inside the earth and deep inside the mind. It involves Detection Spells and power of Metals. The Auric Sorcerer relies on stores of gold to enact many spells inc. the ability to turn a creature to gold, superheat gold to act as an explosive grenade or weapon enhancement or tear through walls with molten torrents.

Weedcraft engages the ability to tap into the physics of plantlife and exercise control over greenery to manipulate the harmful and helpful aspects of plants. Weedcraft involves rapid growth of tangling, toxic weeds, toxins and poisons, bountiful food sources and healing herbs, as well as the growth and command of giant ferocious plants.

Ember Magic engages intense destructive fire spells from sources of fire such as torches, fireplaces or firegems. It also taps into the red wavelength of light allowing infra red vision, allows the caster to resist cold, and use fire for explosive, guiding or protective purposes.

Tempest Magic engages the elements of Strong Wind and Destructive Invisible Forces. Using a wide range of powerful currents to teleport, create confusing fog, travel safely over traps, blast through doors, levitate creatures or objects or summon a ferocious elemental.

Chthonic Magic engages the Undead both Evoking and Dispelling. This powerful darker set of arts allows a magician to weild a powerful two-handed sword by calling on their primal ancestor, stitch together corpses to create an abomination, restore lifefore or cause the dead to expel their treasures from the grave, divine secrets, plant suggestions, harm from great distances, and summon a powerful skeletal gaunt.

Waftcraft engages the subtle elements of Breeze, Draughts, Smoke, Air currents and Stealth. The magician has the power to clear the clouds above to read the stars and gain benefits for the whole party, to turn themselves or a group invisible and remain so even when acting on the environment, to exploit cracks to gain access to sealed sections of map, convince creatures through whispers to abandon their weapons and other subtle arts that employ gentle wind.

Tectonic Magic engages the elements of Hardened Earth, Raising/Lowering Land & Quakes to manipulate ground and stone to devastating effect, cause or cure petrification and cast on themselves or others a range of strong protections.

Aegis Magic solidifies Auric currents to create immensely powerful protective shields and wards from plants, animals, evil, spirits/ghosts and elements as well as the ability to permanently sharpen weapons and confuse with illusion.

Psyche Magic exploits the tapped power of the mind allowing shape-changing, telekinesis and powerful tricks of the mind such as ESP and hypnosis and impenetrable energetic wards.
Last edited by sorcerersapprentice on September 2nd, 2015, 2:06 pm, edited 1 time in total.
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Re: 100 + New Spells for Heroquest (OP Control)

Postby sorcerersapprentice » September 2nd, 2015, 1:19 pm

Some of these spells are extremely powerful (which makes them quite fun) but sometimes without certain checks adventurers can become far too powerful and eventually bored with their immense power. Over the course of many games I developed a few concepts/checks to help balance the games that used this huge array of different kinds of magic and would like to share them here. Please feel free to comment, ask questions, add your own solutions to over-powered Sorcerers. Please keep in mind that I have not played the Advanced Heroquest and am not familiar with its rule changes from the original rules so may risk doubling up on existing ideas.

1. One check I added to my games was an extra currency so that some sorcery could not be easily cast without certain types of ingredients. These could be bought as powders or coloured gems in-between quests. By having some spells require ingredients, GM's can reign in the use of spells to some degree as well as balance out the stores of accumulated gold over time - wherein prices may change, fluctuate or even drop from level to level depending on the town or merchant encountered.

2. Another was 'Spellbooking' which was explaining that the fabric of the Heroquest World in my games required a magic users powers to slowly restore, wherein the same spells could not be used immediately afterwards in the next quest and some even had a half-life of two quests, meaning some of the more powerful spells were only available infrequently to the magic user.

3. Spell forcing is a concept that offers more powerful spells at the risk of a temporary weakened state. It works by having some normal spells able to be 'forced' which means the magician pours more of their own energy and stamina into the spell to krank it up. Essentially 1 bodypoint and 1 mindpoint are taken from the caster for 3 turns in exchange for additional energy spent to increase strength of spell effect. I.e. teleportation lets the caster teleport, but by forcing it s/he can move 1 even 2 other heroes with them. This creates an exciting trade-off where the magic user places themselves at greater long-term risk for greater short-term gain.

4. Overloading, or 'Warpcracking' is a counter measure to balance the casting of too many powerful spells. I.e. if too many spells are cast per quest (and the GM can elect which ones these might be), the wizard risks making a crack in the fabric of the world and warping a very powerful random demon attracted to the scent of the excess magic to attack.

5. The way I design some of my quests is to tailor some dungeon areas to be accessible only via the casting of certain spells. i.e. a treasure trove can be found through levitation up a shaft but is otherwise inaccessible, or the draining of water or extinguishing of fire to bypass a hallway to a secret room may be a shortcut as well as some extra loot. Using a strategic design you can 'tease out' certain spells from the magic users that makes them valuable additions to any party on numerous fronts.
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Re: 100 + New Spells for Heroquest

Postby Baylor_OgreBane » September 2nd, 2015, 1:23 pm

I think my gf would say that I am an adept master at "Waftcraft", but for different reasons! :P


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Re: 100 + New Spells for Heroquest

Postby sorcerersapprentice » September 2nd, 2015, 1:26 pm

I also have to ask: are there underwater, airless, lava sections in Heroquest? As in tiles to represent areas where the map is submerged underwater, or has a floor of molten lava, or perhaps an airless environment? I think these would be interesting developments to add to the game: wherein your adventurers could face a variety of difficult terrains.
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Re: 100 + New Spells for Heroquest

Postby sorcerersapprentice » September 2nd, 2015, 1:27 pm

Baylor_OgreBane wrote:I think my gf would say that I am an adept master at "Waftcraft", but for different reasons! :P


LOL ;) I'm sure there are Weedcraft adepts out there too.
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Re: 100 + New Spells for Heroquest

Postby Count Mohawk » September 3rd, 2015, 10:34 am

You've made a couple of interesting design choices here. Switching the element of Water out for Ice changes the element from a defensive one to an offensive one. (Whoever heard of healing with ice?) I'm also a little surprised that you think you have enough wind-themed magic to split the element into two spell groups. "Waftcraft", lol. :P

I had to look up the word "Chthonic", but it appears that it really is a real word, meaning "subterranean" and referring in Greek myth to the dead. Well done there!

I look forward to seeing what you do with these ten elements!


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Re: 100 + New Spells for Heroquest

Postby sorcerersapprentice » September 3rd, 2015, 12:51 pm

Count Mohawk wrote:You've made a couple of interesting design choices here. Switching the element of Water out for Ice changes the element from a defensive one to an offensive one. (Whoever heard of healing with ice?) I'm also a little surprised that you think you have enough wind-themed magic to split the element into two spell groups. "Waftcraft", lol. :P

I had to look up the word "Chthonic", but it appears that it really is a real word, meaning "subterranean" and referring in Greek myth to the dead. Well done there!

I look forward to seeing what you do with these ten elements!


Hi, thanks for your feedback Mohawk :) The Magical Type 'Ice Magic' is not exclusively reigned to Ice but also allows manipulation of water.
Technically there are actually over 100 spells, (closer to 120) since several of the spells in my set allow the Caster to choose from 2-3 separate decisions in employing the spell. i.e.:

From the TEMPEST MAGIC: "CONTROL WINDS: Allows caster to cause any one of the following:
i. Calm any magical or non-magical wind (take no damage)
ii. Directional change of any magical or non-magical wind (damage others)
iii. Create a swirling column of wind that can be controlled from a distance of up to 6 squares. Can capsize small boats, destroy wooden bridges, dispel dusts and gases (gas trap) - but can't hurt creature or structures.
"

Actually, I had so many ideas for 'Air' I had difficulty trimming them down. Wind or Air so to speak is one of the most ubiquitous of elements in life, wherein I have configured it to be central to Voice, Teleportation, Levitation, Destructive Blasts, Fog, and Illusions in the Tempest Set, whilst Waftcraft (which I thought might make a few people giggle ;) employs subtler but no less powerful spells that involve Imitation of a Monster Commanders Voice suggesting creatures drop their weapons, Invisibility, Musical Powers (Siren Song), Breathing Underwater, and becoming Immaterial to exploit passage where others cannot go. The two types suit the styles of both offensive and defensive players.

Progress is about 50%. I've completed all the spell fronts and have done 56 backs. I've opted to choose a simplistic symbolic style that does not have the complex shading or detail of the original spell cards for the back pictures but I think it works.
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Re: 100 + New Spells for Heroquest

Postby sorcerersapprentice » September 3rd, 2015, 1:04 pm

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Re: 100 + New Spells for Heroquest

Postby The Road Warrior » September 3rd, 2015, 6:11 pm

Count Mohawk wrote: (Whoever heard of healing with ice?)


An ice pack is actually a pretty standard item to include in a first aid kit. The mnemonic R.I.C.E. is a first-aid treatment for strains and sprains. I'll give you one guess what the I stands for! ;)

DISCLAIMER: I'm not sure first-aid counts as actual healing

I'm looking forward to seeing the actual spells. 100+ sounds like far more than I would ever possibly need to add to my game but there's got to be some really good ideas in there.
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Re: 100 + New Spells for Heroquest

Postby sorcerersapprentice » September 4th, 2015, 7:23 am

100 is a huge leap from the usual 12. Obviously employing all of them at once would be chaotic, but you could just select three spells from four of the ten types making up a new 12 to make available to your adventurers. It's also been put to me that I should consider re-doing the original HQ spells sets in the same style of design of my new ones so that new and old can be seamlessly combined and the entire set will match.
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