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Wizard Equqipment

Discuss new Rules for HeroQuest.

Wizard Equqipment

Postby slev » January 23rd, 2015, 10:09 am

Over on the "The Wizard Clearing House of House Rules" thread, I mooted the idea of an additional "shop" where the wizard could buy a number of different upgrades, much like the others can buy weapons.

So, this is an attempt to look at the ideas in detail, since the other thread is not really the place for it.

To be clear, the prices involved in this are based on my own Armoury prices, and that includes the Bracers and Heavy Robe that the Wizard may use.

With this variant, a newbie Wizard starts the game with a dagger (as normal) and three extra items:

Broach of Mending
Cast Action: Any one target figure in Line of Sight may recover up to one lost Body Point.
Wizard Only.
75GC

Broach of Determination
Cast Action: Any one target figure in Line of Sight may recover up to one lost Mind Point.
Wizard Only.
50GC

Burning Ring
Cast Action: 1 die ranged attack, damage on white shields.
Cast Action, spend 1 MP: 2 die ranged attack, damage on white shields. Counts as a Fire Spell.
Wizard Only.
50GC


I’ve considered also adding the following item to the starting Wizard:

Freezing Ring
Cast Action, spend 1 MP: 2 die melee attack, damage on white shields. Counts as cold damage.
Wizard Only.
75GC


These items give the Wizard seveal useful, minor Spells, so that they alwasy have something to cast, even if they burn through their spell cards.


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Re: Wizard Equqipment

Postby slev » January 23rd, 2015, 10:26 am

The first set of equipment that can be purchased are the “books”.

These include eight “Grimoires” that can be purchased by anyone, and will help in the casting of one of the eight kinds of Spell, abased on the “normal” Spell Groups. I made them for the base game, WoM and the two extra groups from my home-brewed WQP.

Four further books exist for the Wizard alone, allowing an upgrade to a whole Spell Group.

These have been priced fairly expensive (between a Broadsword and a Longsword) due to their potential utility.


Aegiomancer’s Grimoire
Once per Quest, when you would be forced to discard a Protection Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500GC

Aeromancer’s Grimoire
Once per Quest, when you would be forced to discard an Air Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500GC

Geomancer’s Grimoire
Once per Quest, when you would be forced to discard an Earth Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500 GC

Hydromancer’s Grimoire
Once per Quest, when you would be forced to discard a Water Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500GC

Kefalomancer’s Grimoire
Once per Quest, when you would be forced to discard a Control Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500GC

Pyromancer’s Grimoire
Once per Quest, when you would be forced to discard a Fire Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500 GC

Sciomancer’s Grimoire
Once per Quest, when you would be forced to discard a Darkness Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500 GC

Thelomancer’s Grimoire
Once per Quest, when you would be forced to discard a Detection Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500 GC

Tome of Focus

At the start of the Quest, assign one Spell Group to this Card. Whenever a Card from this Spell Group would be discarded, you may choose to lose a Mind Point instead.
You may never assign more than one Tome to any Spell Group. You may only use the ability of one copy of this card per Quest.
Wizard Only.
500 GC

Tome of Haste
At the start of the Quest, assign one Spell Group to this Card. Whenever a Card from this Spell Group requires a Cast Action to be used, you may choose to lose a Mind Point instead.
You may never assign more than one Tome to any Spell Group. You may only use the ability of one copy of this card per Quest.
Wizard Only.
750 GC

Tome of Wisdom
At the start of the Quest, assign one Spell Group to this Card. Whenever a Card from this Spell Group would be discarded, place it beneath this card instead.
Cast Action, Drain this Card: Add all cards kept beneath this one to your hand of cards.
You may never assign more than one Tome to any Spell Group. You may only use the ability of one copy of this card per Quest.
Wizard Only.
1000 GC

Wizard’s Grimoire
When selecting Spells at the start of a Quest, and you select Wizardry Spells, you may keep two extra Spells from this Spell Group.
When selecting Spells at the start of a Quest, and you do not select Wizardry Spells, you also take the Wizardry Spell Group, but may only keep one Spell, even after other modifiers.
You may only use the ability of one copy of this card per Quest.
Wizard Only.
300 GC


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Re: Wizard Equqipment

Postby slev » January 23rd, 2015, 10:32 am

Foci

A Focus is effectively a Spell that the bearer can always cast. I have tried to set them up to be similar to a mid-value Spell.

Since this would make the equivalent normal Spells near worthless, each Focus also upgrades the corresponding Spell when cast, making the basic groups forever worthwhile.

I have created one Spell for each of the eight Spell Groups mentioned above. For each Spell Group, one of the corresponding Foci may also be used by the Elf, allowing the Elf to upgrade magic too!

These then allow the continual upgrade of magic without needing to much about with the rules too much, just by adding the shop to the game.

The cost of these is a bit of a concern, I’m not sure how far out, and in what direction, I may or may not be.

I am concerned that the Heal Body/Water of Healing analogues are too similar. Same with Chains of Darkness/Tempest.


Adamantine Ward
Cast Action: Select one target figure in Line of Sight and roll a four White Dice. The target may recover a number of lost Mind Points up to the number of skulls rolled.
If you use the Card “Mental Fortitude” while you possess this Card, the target recovers all lost MP.
Wizard Only.
300GC

Ætheric Lodestone
Cast action: may immediately draw two Treasure Cards.
If you use the Card “Treasure Horde” while you possess this Card, you may ignore the effects of any Hazard cards when resolving it.
Wizard Only.
200GC

Crystal of Life
Cast Action: Select one target figure in Line of Sight and roll a number of White Dice equal to half (round down) your current Mind Points. The target may recover a number of lost Body Points up to the number of skulls rolled.
You may use the Card “Water of Healing” outside your own turn, without a Cast Action, but it must target you.
Wizard Only.
800GC

Crystal of Scrying
Cast Action: Target any one room on the board which has at least one closed door leading into it. All pieces in the room are placed as if it had just been explored, although no figures within it may act until the room is entered normally.
If you use the Card “Clairvoyance” while you possess this Card, if the first room you examine is empty or solid rock, you may try again.
Wizard or Elf Only.
150 GC

Duplicitous Lamp
Cast Action, spend 1 mine point: Open any one Door in Line of Sight.
Cast Action: Melee attack against any one figure, anywhere on the game board, four white dice.
If you use the Card “Genie” to make an attack while you possess this Card, roll two extra White when resolving it.
If you use the Card “Genie” to Open a Door while you possess this Card, you do not need to discard it.
Wizard Only.
1000 GC

Dreaming Sand
Cast Action: Target figure may not take any Actions or and rolls no dice in Defence. At the start of their turn, they roll a number of red dice equal to their current MP. If they roll any 5+, the effect ends.
If you use the Card “Sleep” while you possess this Card, the target requires at least two 6's to wake up.
Wizard Only.
600 GC

Earthing Rod
Cast Action: Target figure in Line of Sight must discard one random card with the “Memory” Keyword.
Cast Action: Target ongoing effect from a spell card automatically ends.
If you use the Card “Dispel” while you possess this Card, and you use it to disarm a magical trap, it returns to your hand at the end of your turn.
If you use the Card “Dispel” while you possess this Card, and you use it to force the discard of a card, the target must discard two cards. For each card they cannot discard, they lose one MP.
Wizard or Elf Only.
350

Feather of Flight
Cast Action: You gain may make an extra move this turn.
Cast action: One figure in Line of Sight may make an extra move during their next turn.
If you use the Card “Swift Wind” while you possess this Card, instead of its normal effects, you may teleport to any unoccupied, revealed, space on the game board.
Wizard or Elf Only.
100GC

Flame Ruby
Cast Action: Ranged attack with two dice, count black shields as skulls. Target may not defend.
If you use the Card “Ball of Flame” while you possess this Card, cause extra damage equal to the skulls rolled on two white dice when resolving it.
Wizard Only.
750GC

Flint of Anger
Cast Action: Any one figure anywhere on the board is attacked as a ranged attack with one white die, counting black shields as skulls black. Target may not defend.
If you use the Card “Fire of Wrath” while you possess this Card, an extra point of damage is caused.
Wizard or Elf Only.
700 GC

Granite Talisman
Cast Action: One figure in Line of Sight gains an extra white die in defence from now on. This effect ends if the target loses any BP.
If you use the Card “Rock Skin” while you possess this Card, the target adds two extra dice.
Wizard Only.
400 GC

Heroic Laurel
Cast Action: One figure in Line of Sight rolls an extra white to all Attack Rolls now on. This effect ends if the target loses any BP.
If you use the Card “Courage” while you possess this Card, the target adds two extra dice.
Wizard Only.
150 GC

Hexagramic Amulet
Cast Action: Both the caster and one target figure in Line of Sight roll white equal to their current MP and counts the skulls rolled. The figure with the highest roll inflicts MP damage on the other equal to the difference between the rolls.
If you use the Card “Drain Mind” while you possess this Card, the counts black shields as skulls.
Wizard or Elf Only.
350 GC

Hood of Smoke
Cast Action: Until the start of their next turn, the caster cannot be the target of any Cast and/or Attack actions.
If you use the Card “Invisibility” while you possess this Card, the Spell target may chose retain the card as an ongoing effect when it would normally end. It will then be discarded immediately they use any Cast or Attack Actions.
Wizard or Elf Only.
125 GC

Horn of Cloud
Cast Action: One target within figure in Line of Sight may, during their next Movement Action, treat enemy figures as friends.
If you use the Card “Veil of Mist” while you possess this Card, the target adds an extra white die until the end of your next turn.
Wizard or Elf Only.
225 GC

Iron Web
Spell Magic Bound Darkness Philosophic Trinket
Cast Action: One figure in Line of Sight may not make Attack Actions during their next Activation.
If you use the Card “Chains of Darkness” while you possess this Card, the target misses their entire Activation.
Wizard or Elf Only.
750 GC

Lead Compass
Cast Action: Target figure in Line of Sight must miss their next Activation.
If you use the Card “Tempest” while you possess this Card, all figures in one target room or corridor may be affected.
Wizard Only.
1000

Maker’s Trowel
Cast Action: Remove a Wall of Stone marker from within Line of Sight on the game board and place it on this card.
Cast Action: Remove a Wall of Stone marker from this card and place it on the game board within Line of Sight.
Cast Action, spend one mind point: Place a Wall of Stone marker within Line of Sight on the game board. You may only do this is there is not a Wall of Stone marker on the Game Board or this Card.
Wizard or Elf Only.
200

Mask of Deceit
Cast Action: Select one target figure in Line of Sight, who rolls White Dice equal to their MP. If the target roll any friendly shields, this spell has no effect. If not, you may control this figure as a Man-at-Arms in until the end of your turn.
If you use the Card “Control Fiend” while you possess this Card, the target must roll at least two sixes to end its effects.
Wizard Only.
450GC

Phial of Shadows
Cast Action: Remove a Cloak of Darkness tile from within Line of Sight on the game board and place it on this card.
Cast Action: Remove a Cloak of Darkness tile from this card and place it on the game board within Line of Sight.
Cast Action, MP, MP: Place a Cloak of Darkness Tile within Line of Sight on the game board. You may only do this is there is not a Cloak of Darkness Tile on the Game Board or this Card.
Wizard Only.
600 GC

Root of Health
Cast Action: Select one target figure in Line of Sight and roll a number of White Dice equal to half (round down) your current Mind Points. The target may recover a number of lost Body Points up to the number of skulls rolled.
If you use the Card “Heal Body” while you possess this Card, the target may recover an additional two Body Points when resolving it.
Wizard Only
750 GC

Thorn of Sorrow
Cast Action: Ranged Attack two white dice. Target defends with white dice equal to their current MP.
If you use the Card “Arrows of the Night” while you possess this Card, roll two additional white dice when resolving its effects.
Wizard Only.
650 GC

World Key
Cast Action: One figure in Line of Sight may pass through one wall during their next Move Action.
If you use the Card “Pass Through Rock” while you possess this Card, the target will further not set off any traps as a result of their moving, and may pass through furniture.
Wizard or Elf Only.
600GC


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Re: Wizard Equqipment

Postby cornixt » January 23rd, 2015, 11:06 am

slev wrote:These items give the Wizard seveal useful, minor Spells, so that they alwasy have something to cast, even if they burn through their spell cards.

So are they unlimited use? Once per turn? Once per quest?


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Re: Wizard Equqipment

Postby slev » January 23rd, 2015, 11:46 am

cornixt wrote:
slev wrote:These items give the Wizard seveal useful, minor Spells, so that they alwasy have something to cast, even if they burn through their spell cards.

So are they unlimited use? Once per turn? Once per quest?


Once per cast. If the Wizard has something like a Potion of Magical Aptitude, or the Wand of Recall/Wand of Magic, they can use each Focus once per Spell they could cast. It's purely an oppertunity cost.

You can replace "Cast Action" on the card with "You may use this card whenever you could cast a spell, instead of using a spell card. This card does not need to be discarded".


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Re: Wizard Equqipment

Postby cynthialee » January 23rd, 2015, 1:11 pm

Now you have more Wizard upgrades than the warrior heroes have available....
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.
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Re: Wizard Equqipment

Postby Count Mohawk » January 23rd, 2015, 1:28 pm

cynthialee wrote:Now you have more Wizard upgrades than the warrior heroes have available....

An interesting thought. The obvious counterbalance would be to allow warrior Heroes to train and get skills, but once you start doing that you end up with an arms race of upgrading, which is only acceptable if the whole system is designed to allow for it.

Consider the Gold Coin cost* of bringing each of the Heroes up to maximum weaponry and armor. The Barbarian will want a Battle Axe (550), a Crossbow (1,000), a Helmet (150), a Shield (125) and some Chain Mail (500). That's a total of 2,325 Gold Coins. If he decides to splurge on Plate Mail the price goes up to 2,675 GC. The warrior Heroes may also spend a bit of gold on a Broad- or Longsword prior to full Battle Axe level, which will increase their costs further. Compare that to the Wizard, who buys, at most, a Quarterstaff (75), a Sling (200), Bracers (200) and a Heavy Robe (350), which sums to 725 GC. Therefore, the Wizard probably wants just under 2,000 Gold worth of upgrades to properly match him against the other Heroes.

If the general consensus is "the Wizard sucks", the least-effort solution, if one exists, brings the Wizard's power back in line with the other three characters without making him the best character to the point of "non-Wizards suck".

One other thought: if you give the Wizard a bunch of magical toys to play with, at least some of them should be vulnerable to Rust et al. It's not really fair if the Barbarian can lose his battle axe but the Wizard can't lose his sparkly magic equipment.

*Prices taken from Slev's current Armoury.


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Re: Wizard Equqipment

Postby Anderas » January 23rd, 2015, 1:34 pm

On the other hand,
If you have truckloads of add ons for the Wizard, you don't need to care if you remove one or two of them due to some magical quest events.

OR

You can add some flavor by just giving some of the add ons, matching to the most-liked elemental source of power; something like that.


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Re: Wizard Equqipment

Postby cornixt » January 23rd, 2015, 4:29 pm

If you want to make it "more fair" for the wizard, then the items should follow a similar upgrade path to the weapons, each one being a slightly better version of the previous one (so you don't need the worse one any more), rather than just giving him an equal number of items but where they are all different.


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Re: Wizard Equqipment

Postby cynthialee » January 23rd, 2015, 6:45 pm

I am not so opposed to the idea of warrior based heroes gaining a mage power or two over the course of events. Especially once you get to the last levels of play.
As I primarily play skill based RPG games it is not uncommon for me to see Characters evolve and become multi class characters. Basic archetype characters evolve and become much more than just a basic template of a character. Mainly I see Warriors and Thieves eventually becoming low level spell casters with uber fighting skills to boot, with the Wizard eventually becoming actually pretty dangerous with a blade (compared to the average soldier) with out need of resorting to magic. Which just makes sense. How many times has the warrior seen his mage friend cast spell X? How many times has the Mage seen the Dwarf disarm a trap effortlessly? Over time it would stand to reason that the heroes may pick up a trick or two from each other.
I certainly pick up skills from my peers. Pretty sure we all do.

But such advances should only be allowed after the heroes have had a large number of quests under their belts.
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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.
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