• 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.

Elf Spells

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

Elf Spells

Postby Superzook » Saturday December 30th, 2023 6:22pm

I own the USA 1990 HeroQuest, but am using the Hasbro/Pulse iOS app to play solo. The app has Elf Spells, but the original 1990 game does not have these. Do these come in an expansion? If not, what are the Elf Spells? If the Elf uses these spells instead of picking one of the 4 spell types, does that mean the Wizard gets all 4 sets of spell cards and the Elf gets the Elf Spells?
Superzook
 
Posts: 2
Joined: Saturday December 30th, 2023 6:16pm
Forum Language: English (United States)
Hero:

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: Elf Spells

Postby j_dean80 » Saturday December 30th, 2023 6:26pm

The Elf Spells were released in Mage of the Mirror expansion. The Elf can pick that set or an elemental set. The Wizard still only gets 3 elemental sets.
Blood - Good to the last drop

Ye Olde Inn Quest Design Competition 2024 Joint Winner


Rewards:
Participated in four (4) Miniature Exchanges. Participated in three (3) Miniature Exchanges. Wrote an article for the Blog. Grin's Stone Map Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
j_dean80

Ice Gremlin
Ice Gremlin
 
Posts: 2394
Images: 30
Joined: Tuesday December 6th, 2016 2:48pm
Location: Illinois, USA
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Scribes Group MemberAdventurers' Guild Group MemberArtists Group MemberChampion Group Member

Re: Elf Spells

Postby Superzook » Saturday December 30th, 2023 10:38pm

Thanks for the info. I finished the base game, Kellar's Keep and am halfway through playing Prophecy of Telor.

I own Spirit Queen's Torment, Return of the Witch Lord, The Frozen Horror, The Mage in the Mirror & Rise of the Dread Moon, but haven't opened these yet so I didn't know the Elf Spells are in MitM.
Superzook
 
Posts: 2
Joined: Saturday December 30th, 2023 6:16pm
Forum Language: English (United States)
Hero:

Re: Elf Spells

Postby j_dean80 » Saturday December 30th, 2023 11:26pm

If the Elf picks the Elf Spells, they get to choose which 3 of the 8 they want.

The deciding order for the Wizard and Elf is still the same. Wizard picks one set first, then Elf picks, then Wizard picks their next two sets if more than two elemental sets remain.
Blood - Good to the last drop

Ye Olde Inn Quest Design Competition 2024 Joint Winner


Rewards:
Participated in four (4) Miniature Exchanges. Participated in three (3) Miniature Exchanges. Wrote an article for the Blog. Grin's Stone Map Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
j_dean80

Ice Gremlin
Ice Gremlin
 
Posts: 2394
Images: 30
Joined: Tuesday December 6th, 2016 2:48pm
Location: Illinois, USA
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Scribes Group MemberAdventurers' Guild Group MemberArtists Group MemberChampion Group Member

Re: Elf Spells

Postby Kurgan » Sunday December 31st, 2023 1:49am

One day (in the not too distance future) we may get an official remake edition of Wizards of Morcar. In this European expansion, both the Elf and the Wizard get three new groups of spells to choose from, meaning they can freely substitute these for one (or more) of the groups of elemental spells they normally choose from. Granted, many have pointed out that these need tweaking, but there you go.

The idea with the Elf Spells was to give that character something unique, but personally I think having only three from that group of Elf Spells is pretty tricky... best left to experienced players who have already stocked up on other items they need (like healing, and armor!), though some spells are indeed very powerful (see "Hypnotic Blaze").


Rewards:
Destroyed a Zombie!
User avatar
Channeler
Kurgan

Witch Lord
Witch Lord
 
Posts: 6735
Images: 85
Joined: Saturday February 23rd, 2019 7:08pm
Location: https://discord.gg/2R9pEP4cty
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Scribes Group MemberAdventurers' Guild Group MemberChampion Group Member

Re: Elf Spells

Postby TheLastChaosWarrior » Sunday December 31st, 2023 3:54pm

Yeah, as an owner of the original WOM pack, them new spell sets, spells of Darkness, spells of Protection and spells of Protection Detection (I think) were pretty lame.
My dad, even when offered these as a substitute, still always went with Fire, Earth and Water.
What a combination they can be together!!
Air is lame as well really, only worth it for genie, which can be wasted with one poor roll.
TheLastChaosWarrior

Ogre Chieftain
Ogre Chieftain
 
Posts: 229
Joined: Saturday May 21st, 2022 3:17pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar

Re: Elf Spells

Postby wallydubbs » Saturday February 3rd, 2024 2:12pm

The Wizard should only use 3 spell sets despite having access to more. If and when the Wizards of Morcar expansion comes out the Wizard should have access to 3 additional spells sets: Darkness, Detection and Protection. In the original version these spells were nowhere near as powerful as the Elemental Spells, but we can hope adjustments will be made to bring them up to par.
However due to the uncanny difficulty of later Quests Packs: Frozen Horror & Mage of the Mirror, there's no harm in giving the Wizard 4 sets of spells in these brutally hard quest packs.

Some players don't add these extra spell sets and treasure cards until you reach that particular quest pack, but I see no harm in adding them to the very start, I think it adds flavor to the game. You could play it whichever way makes you more comfortable.

As for the Elf spells, some of these require specifications that we're not gonna get and Zargon will need to use his discretion (the same could be said about Wizard's of Morcar spells): Disappear doesn't take into account if the Elf is wearing Elven Boots and casts it on himself, not does it say if the hero can pass through monsters under the effect of the spell; Hypnotic Blaze doesn't designate if the spell takes effect on other heroes that enter the room after it's cast. Time Stop should be more specific if the hero takes his extra turn immediately after the Elf or immediately after his next turn. And Twist Wood, good God, we need to know which monsters this spell can effect.

Some of us at the Inn find it more balanced if we take these Elf spells and categorize them into their own groups only accessible to the Elf. We've combined Flashback, Slow and Time Stop into the Time Spells Set: Disappear, Double Image and Hypnotic Blaze make up the Illusion spell set; and Deep Sleep and Twist Wood are combined with a made up Healing Spell to form a Nature Spell Set. Lestodante first posted this idea as I was formulating it in my own mind. But you're free to play it the original way.


Rewards:
Wizard of Zargon Group Member
wallydubbs

Crossbowman
Crossbowman
 
Posts: 1606
Joined: Thursday October 18th, 2018 7:15am
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Wizards of Zargon Group MemberChampion Group Member

Re: Elf Spells

Postby SirRick » Saturday February 3rd, 2024 2:50pm

TheLastChaosWarrior wrote:Yeah, as an owner of the original WOM pack, them new spell sets, spells of Darkness, spells of Protection and spells of Protection (I think) were pretty lame.
My dad, even when offered these as a substitute, still always went with Fire, Earth and Water.
What a combination they can be together!!
Air is lame as well really, only worth it for genie, which can be wasted with one poor roll.


Tempest is an awesome spell. The target loses its turn! No defense allowed. Useful for so many situations, the most common being then chance of giving your party another full round on the boss or monster before they can do anything. If I remember correctly only three enemies are immune to it: the Witch Lord, Kessandria, and the Guardian of KK. There is a reason Chaos Sorcerers later get access to spells like Dispell and Mirror Magic from MotM.

As kids, my friends and I found the spell so annoying that all our big bosses were immune to it in our custom quest packs.


Rewards:
Encountered a menacing Chaos Warlock!
User avatar
SirRick

Storm Master
Storm Master
 
Posts: 485
Joined: Sunday January 17th, 2016 3:15am
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Re: Elf Spells

Postby Kurgan » Saturday February 3rd, 2024 5:40pm

A Tempested monster can still defend normally, you're thinking of Sleep...


Rewards:
Destroyed a Zombie!
User avatar
Channeler
Kurgan

Witch Lord
Witch Lord
 
Posts: 6735
Images: 85
Joined: Saturday February 23rd, 2019 7:08pm
Location: https://discord.gg/2R9pEP4cty
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Scribes Group MemberAdventurers' Guild Group MemberChampion Group Member

Re: Elf Spells

Postby SirRick » Saturday February 3rd, 2024 6:55pm

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.


Rewards:
Encountered a menacing Chaos Warlock!
User avatar
SirRick

Storm Master
Storm Master
 
Posts: 485
Joined: Sunday January 17th, 2016 3:15am
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Next

Return to Game Systems

Who is online

Users browsing this forum: No registered users and 1 guest