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StratosVX wrote:A big thing to remember is that you are making your own house rules, you can do whatever you want to do. You can rewrite the cards to say whatever you want. If you want the Wizard to be able to attack in the same turn he casts the Courage spell, do so. Here's the thing about your house rules - no matter what you decide, someone will disagree with you. Bottom line, they're your games; do what you want to do to make it fun for you and your players.


Kitch1982 wrote:The spell Courage - it's my understanding that if you cast courage on yourself (playing as the wizard) the next turn you can attack with two extra combat dice. So you enter a room and come face to face with say aor a
. You can't exit the room as i understand it you must fight or prepare to defend. Assuming you want to attack you can cast courage but then you can not attack, meaning gargoyle has a chance to attack you first. Does anyone else allow the Wizard to cast his spell and attack in this situation?
What are everyones thoughts on the Wizard spells and how they work and does anyone play the Wizard differently to the house rules?
Next the WOM spells...so I'm currently working my way through all the quests (about to complete normal hereo quest) from here i plan to play, Return of the Witch Lord, Kellers Keep, Against the Ogre Horde and then WOM. Would you suggest doing the quests in this order? I realise the wizard doesn't get any new spells until this quest! Once he has access to this spells can the wizard then choose from these spell sets for the remaining quests? I am a little confused as i have never been past ROTWL!
Finally a question about equipment and potions (nothing to do with the wizard, just a question in general). Can you carry equipment over to new quests for example from first box set to another box set (assuming your hero doesnt die?) or do you always start a fresh each new box set? Same applies for potions, can you carry potions over quest to quest?



mitchiemasha wrote:Technically the Wizard is the strongest character. Cast rock skin on yourself at the start. Same body points as the barbarian thanks to a spell. As long as you don't go all Leroy you'll be fine.


lestodante wrote:mitchiemasha wrote:Technically the Wizard is the strongest character. Cast rock skin on yourself at the start. Same body points as the barbarian thanks to a spell. As long as you don't go all Leroy you'll be fine.
I know many prefer to cast it at the beginning... but its effect will last until the character is wounded. It means that you will return normal if you fall in a pit trap or a spear trap and in both cases you can't defend using the rock skin but normally. So maybe a better choice to save it for later.






Jafazo wrote:The vanilla Wizard is a terribly underpowered scrub.


j_dean80 wrote:Have the Wizard first in the lineup. He jumps in the boss room and throws Tempest at the boss then the other Heroes follow and hack down the boss who cannot defend. Or if the Wizard can cast 2 spells he follows up with the Genie and gets all the glory himself.


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